DECEPTICON DIRECTIVE Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.
Megatron Says, “Rise!” The Decepticons aren’t merely a faction of disa ected Cybertronians, they are a political movement. They simply were looking for a way out from under the strict morality of the Primes and were branded criminals because of it. But now it’s time to put those smug Autobots back in their places! This sourcebook presents everything that players need to create a Decepticon character, as well as everything a GM needs to run a Decepticon campaign. Furthermore, many of the options presented are fully compatible with Autobot characters, especially those who want to complete their missions by any means necessary. renegadegames.com Manufacturer: Renegade Games, LLC. 306N West El Norte Parkway #325, Escondido, California 92026. Importers: Renegade France 52 Avenue Pierre Semard 94200 Ivry sur Seine France. P:+33 (0)1 77 37 60 47. Renegade Games, LLC. Solar House 915 High Road London, London, England N12 8QJ. Game Rules are © 2023 Renegade Game Studios. All Rights Reserved. TRANSFORMERS and HASBRO and all related trademarks and logos are trademarks of Hasbro, Inc. ©2023 Hasbro. Made in China. 9 781957 311159 54500> ISBN 978-1-957311-15-9 LOT# 010323-01 $45.00 14+ Inside this book, you’ll fi nd: • A multitude of character options, including new Infl uences, Origins, and Role Focuses • An entirely new Role—the Raider, who takes what they want by force • New gear, including dangerous weapons and alternate strains of Energon • Decepticon locations, threats, and allies usable in any campaign • A mission for new Decepticons Adventure requires the Transformers Roleplaying Game Core Rulebook /PlayRGS @PlayRenegade @Renegade_Game_Studios /RenegadeGameStudios Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.
DECEPTICON DIRECTIVE Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.
Game Rules are © 2023 Renegade Game Studios. All Rights Reserved. TRANSFORMERS and HASBRO and all related trademarks and logos are trademarks of Hasbro, Inc. ©2023 Hasbro. Made in China. Authors: Bryan C.P. Steele Developer: Jason Keeley and Alex Thomas Producer, RPGs: Kevin Schluter Cover Artist: Setiawan Fajareka Illustrators: Caio Cacau, Eleonora Carlini, Grim Moon Studios, Gunship Revolution, Beto Lima, Fares Maese, Damien Mammoliti, Lyss Menold, Mirco Paganessi, Roberto Pitturru, William O’Brien, Alberto Saravia, John Stone, and Hasbro provided art Graphic Designers: Matthew Fisher Editor: Megan Boatright Cultural Consulting: James Mendez Hodes Essence20 Designers: Ryan Costello, Ben Heisler, Gabriel Hicks, Paige Leitman, JF Sambrano, Bryan C.P. Steele, TJ Storm, Elisa Teague, Eddy Webb President & Publisher: Scott Gaeta Vice President Sales: Andrew Lupp Controller: Robyn Gaeta Director of Operations: Leisha Cummins Associate Project Manager: Katie Gjesdahl Sales Manager: Kaitlin Ellis Sales Assistant: Sophia Gambill E-Commerce: Nick Medinger Marketing Manager: Jordan Gaeta Marketing Assistant: Anais Morgan Senior Producer, Board & Card Games: Dan Bojanowski Associate Producer, Board & Card Games: Kane Klenko Producer, RPGs: Kevin Schluter Lead Developer, World of Darkness: Juhana Pettersson Associate Product Developer, RPGs: Ben Heisler Senior Game Designer: Matt Hyra Game Designers: Dan Blanchett & Christopher Chung Director of Visual Design: Anita Osburn Creative Director, Games: Jeanne Torres Creative Director, RPGs: Sarah Robinson Creative Production: Noelle Lopez & Gordon Tucker Video Production Associate: Katie Schmitt Customer Service Manager: Jenni Janikowski Customer Service: Bethany Bauthues Finance Clerk: Madeline Minervini DECEPTICON DIRECTIVE Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.
TABLE OF CONTENTS MEGATRON SAYS “RISE” 5 THE DECEPTICON MOVEMENT 7 The Decepticon Faction Divisions 7 DECEPTICON CHARACTERS 21 Making a Might-Makes-Right Character Willing to Do Whatever It Takes 21 Influences 23 Origins 32 Role Options 38 New Role: Raider 58 General Perks 64 EQUIPMENT 69 Decepticon Equipment Protocols 69 New Equipment Options 71 Energon Strains 78 DECEPTICON CAMPAIGNS 83 Accessing Your Dark Spark 83 Dissecting Your Decepticons 88 Decepticon Locations 96 THREATS 113 Cybertronian Features 113 Cybertronian Civilians 122 Autobot Drones 125 Specific Autobots 130 ADVENTURE IN DISGUISE 185 The Great Energon Robbery 185 Top Secret: For GM Eyes Only 185 Summary 185 Overview 185 Part 1: We’re Not on the Nemesis Anymore 186 Part 2: Finding the Right Place for Their Wrong Time 192 Part 3: Stick ‘Em Up! 195 Part 4: Last Stop… Calamity and Chaos 200 Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.
4 TRANSFORMERS ROLEPLAYING GAME Stand up, bot. Are you just another cog spinning in the perpetual oppression machines of the Primes? No? Then get up off your fender, pop into something faster than neutral, and wear the brand! Cybertron isn’t the shiny star-bauble it once was, even if the big rigs upstairs want to sell that lie to you. There’s Energon shortages below the trading levels, but who do you think pulls that stuff up and cubes it out through the refineries? How many of the names on the fight rosters down in the Pits belong to anyone in a skyrise? Who has to wade through the oxidation mites and sludge gutters to stand in line for the repair clinic? You do, and bots just like you… and me. But it doesn’t have to be that way. It can be better. We can make it better. We can make them make it better. It’s time to rise up, follow a real leader with real power and the strength to bring real change to every corner of Cybertron—and beyond. Let Prime and his pawns call us criminals and condemn how we get things done. History is written by those still standing, and we ARE going to win this war. Hail Megatron! Hail Decepticons! Time to make a choice. Rise up, like the big man says, or get crushed under the weight of our victories. Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.
INTRODUCTION MEGATRON SAYS “RISE” THE DECEPTICON DECEPTICON DIRECTIVE DIRECTIVE 5 Welcome to The Decepticon Directive, a Transformers Roleplaying Game sourcebook. This book contains everything a Transformers Roleplaying Game player needs to create a Decepticon character, as well as everything a GM needs to run a Decepticon campaign. Players interested in playing Decepticon characters in a Decepticon campaign will find new rules options, including: • 8 new Influences, such as Anarchist and Nemesis, that explain the kinds of lifestyles that might put a Cybertronian in league with the Decepticons. • 6 new Origins, such as Insecticon, Monstrosity, and Salvaged, that unveil a host of new Alt Mode options that fall commonly within the ranks of the Decepticons. • 14 new Focuses, two for each of the 7 Roles from the Transformers Roleplaying Game Core Rulebook, and alternate rules to make some of the Roles from the Transformers Roleplaying Game Core Rulebook less heroic and more self-serving or aggressive. • Raider, a brand-new Role and its associated Focuses that is more common among Decepticons than other Cybertronian characters. • New equipment options, including enhanced weaponry, anti-Cybertronian gear, and modified strains of Energon. Additionally, this book contains the following information and advice to help GMs run a Decepticon-centric campaign: • Different ways to define the Decepticons as a faction and how these might impact your campaign world. • Threats and NPCs for Decepticon characters to encounter on adventures and around Decepticon headquarters. • An original adventure for starting Decepticon characters: “The Great Energon Robbery”! The Decepticon Directive assumes your game group already has access to the Transformers Roleplaying Game core rulebook. Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.
Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.
THE DECEPTICON DIRECTIVE 7 Born out of the brutally rebellious Spark of the gladiator-turned-warlord, Megatron, the Decepticon Movement created a veritable army of disaffected and disgruntled bots. Cybertron suffered from eons of manipulations of the social classes, all of which caused misery to trickle down with the sludge and the muck into the lower levels of the tarnished planet. That is where the Decepticons found their footing, picked up their tools and traded them for blasters. Megatron and his inner circle had had enough, and the fighting began. Cybertronians ally with or join the Decepticon faction in one of two ways. They sometimes choose the path to power as represented by the infamous exploits of veterans like Soundwave, Starscream, Astrotrain, and, of course, Megatron. These types of Decepticon up-and-comers set aside the moral guidelines passed down by the Primes in their shining skyscrapers of the upper levels, choosing instead to do whatever it takes to be part of Megatron’s new order. Others are recruited to be Decepticons, called up for their beliefs or their utility in the battle for supremacy over Cybertron and its territories and control of the universe’s most important resource to Cybertronians: Energon. For many Decepticons, this isn’t necessarily a villainous journey into the stars to cause others to the faction’s enemies to fall; sometimes it is the most practical way to ensure a bot’s friends and family can stay fueled in the rubber-to-the-road, lasers-to-the-face, life of conflict for the Cybertronians. The rank-and-file soldiers of the Decepticons are made up of drones, autonomous copies of existing Decepticon chassis imbued through borderline mad science with their own Spark. The Decepticon leadership uses them as replaceable minion assets until they earn a higher role and join the fight in a more significant way. Some say this is the personification of Decepticon callousness and an example of their lack of respect for life; but it does seem like earning your place in the faction and survival of the fittest. If you can rise as a Decepticon, you’ve earned all that will come to you. The Decepticon Faction Divisions The Decepticons have a variety of sub-divisions of power, each forwarding an element of the faction’s overall goals, but they are still collectively under the iron fist of the faction’s current warlord: Megatron. Each of the divisions maintains their own inner politics, structures, and pecking order, even if they aren’t formalized. Many divisions are delineated by the members’ Alt Modes, but others group themselves by different criteria. The Warlord and the Conclave The inner circle of the Decepticon high leadership is where almost all the plotting, scheming, and strategic plans for the faction comes from. Decepticons often make impulsive decisions when it comes to dealing with the situation at hand, but the larger, faction-wide decisions are made at this level. CHAPTER 1 THE DECEPTICON MOVEMENT Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.
8 TRANSFORMERS ROLEPLAYING GAME THE DECEPTICON WARLORD Megatron Alt Mode: Cybertronian Assault Tank The pit gladiator-turned-revolutionary tyrant Megatron is the sworn enemy of Optimus Prime and the Autobots. He will not rest until they have all been turned to scorched hulls by his fusion cannon or ground to debris beneath his tank treads! Only when Cybertron is liberated (and under his control) will he and his Decepticons ever be able to rest. He listens to the advice of the Conclave, but he will always do what he feels is necessary for victory. SHOCKWAVE NOTABLE CONCLAVE CHARACTERS Deathsaurus Alt Mode: Star Dragon Once called the Decepticon’s “Emperor of Destruction,” Deathsaurus is an ancient throwback who considers himself the avatar of intergalactic death. He revels in inflicting pain with his bare hands but often ends a conflict with his unique cannon that can destroy living metal. Scorponok Alt Modes: Fortress/Giant Scorpion This Cybertronian nightmare creation, along with his Headmaster partner Lord Zarak, is only part of Megatron’s council of leadership because he is one of the largest and most powerful Decepticons to ever exist. Functioning as a mobile base of operations, a titanic tyrant, or a devastating scorpion beast, when Scorponok chooses to weigh in on a topic, even Megatron listens. Shockwave Alt Mode: Cybertronian Hover Tank Driven by logic more than anything else, Shockwave is a cold and ruthless foe. Megatron’s chief engineer is arguably one of his closest Decepticon subordinates. Conversing little with the unworthy, Shockwave lets his singularity cannon speak for him, whether it is as the replacement for his left hand or the turret of his hover-tank form! Soundwave Alt Mode: Electronic Recording Equipment This specialized spymaster relies on his infiltration skills and a veritable horde of mini-cassette Recordicons. Soundwave uses his ability to convert into many different mundane objects to blend in and uses his internal army to wage war, no matter if it is with data or energy blasts! Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.
THE DECEPTICON DIRECTIVE 9 THE DECEPTICON MOVEMENT 1 The Cybertron Guard Made up of the Decepticons Megatron trusted to stay behind on Cybertron when he roared off to chase Optimus Prime across the universe, the Cybertron Guard were led primarily by Shockwave, but several Decepticon lieutenants stepped in for the scientist when his attentions were needed elsewhere. Though groups like the Seekers and the Rainmakers sometimes fall under the umbrella of the Cybertron Guard, they form their own divisions. NOTABLE CYBERTRON GUARD CHARACTERS Head Guard Alt Mode: Weapon Turret The Alpha Drone of Shockwave’s Sentinels, the Head Guard is perfectly suited for the job of maintaining the Decepticon status quo on Cybertron. They are unimaginative and solely driven by the parameters set by their ingenious leader. Sentinels Alt Mode: None Sometimes referred to as the truest guards of the Cybertron Guard, the Sentinels are allowed a limited spark of intelligence, following the orders they are given to the letter. Playing a Cybertron Guard Character Technically any Decepticon character who remains on Cybertron and follows the orders handed down by Shockwave, Head Guard, or any of the stand-in leaders are part of the Cybertron Guard. Some might fall into clearer or more defined groupings, like Seekers or Rainmakers, but quite a few characters with the Drone Origin could fit in well inside the Cybertron Guard. The Seekers Comprised of the fastest flyers in the Decepticon ranks and led by the insidious Starscream, the Seekers are the primary attack and reconnaissance force the faction uses to track, chase down, and eliminate Megatron’s foes. Many times, the Seekers’ targets never even know they are at risk until it is too late. NOTABLE SEEKER CHARACTERS Dirge Alt Mode: Jet Bomber No one enjoys Dirge’s company for long. As an expert in psychological warfare, this Seeker focuses on breaking the morale of others. This makes him morose, full of malaise, and often a dark and depressing conversationalist that almost always brings down the room. Ramjet Alt Mode: Jet Bomber Blunt in all senses of the word, Ramjet is a uniquely adapted Seeker that loves nothing more than physically punching through an enemy to come erupting out the other side in a dazzling display of fire, flame, and debris. There aren’t many flying Cybertronians that like hitting things with their head as much as Ramjet. Skywarp Alt Mode: Jet Fighter Chief prankster amongst the Seekers, Skywarp is also the only known Decepticon whose Spark naturally evolved an ability to teleport. Sadly not too bright, this mean-spirited flyer is almost the definition of brawn over brains. Slipstream Alt Mode: Advanced Jet Fighter Somewhat a mystery even among the Decepticons she viciously fights alongside, it is said that Slipstream might be an advanced clone of Starscream. Neither she nor he have verified such a claim. Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.
10 TRANSFORMERS ROLEPLAYING GAME The Rainmakers A sub-division of the Seekers, the Rainmakers are environmental warfare specialists who saturate enemy fortifications and battle formations with chemical payloads from above. They literally make it rain on their foes. NOTABLE RAINMAKER CHARACTERS Acid Storm Alt Mode: Jet Fighter One of Starscream’s loyal Rainmaker Seekers, Acid Storm is a capable warrior and a skilled chemist. His style of combat focuses on a brand of chemical warfare that gave him his name. Whether as a robotic soldier or roaring jet, his bright-green chassis is well known on the battlefield. Ion Storm Alt Mode: Jet Fighter Ion Storm is a second-class Seeker that found his role amongst the Rainmakers. He can seed clouds with intra-ferrous particles that can be then used to generate electromagnetic blasts that resemble focused lightning strikes. Ion Storm has little control over his talents, choosing instead to simply unleash hell in his wake. Nova Storm Alt Mode: Jet Fighter Notably the only Decepticon to regularly and safely tolerate Sunstorm’s radiation aura, Nova Storm is a Seeker modified to be more durable than his peers. He endures environmental dangers with ease, allowing the mission to continue even after his Rainmaker peers have made the local area inhospitable. Starscream Alt Mode: Jet Fighter Leader of the Seekers and arguably Megatron’s right hand, Starscream is a deadly opponent in every way. On foot, he is a careful and skilled warrior, and he is nearly unmatched in the air. His enemies should be thankful that he puts much of his energy into trying to usurp command from his leaders instead of defeating the Autobots! Sunstorm Alt Mode: Jet Fighter An imperfect drone based on Starscream, Sunstorm’s high-yield fusion power core bathes him in dangerous, chassis-melting radiation. He believes his condition is due to some supernatural connection he has to the sun, but the science says otherwise. Thrust Alt Mode: Jet Bomber Thrust has quite the reputation for being the toughest of the Seekers—just ask him and he’ll tell you. Then he’ll tell you again, only louder. But this far from the truth, as Thrust rarely gets his hands dirty, preferring to brag and boast more than actually fight. Thundercracker Alt Mode: Jet Fighter This veteran Seeker isn’t terribly loyal to Starscream or even to Megatron. He serves the Decepticon cause because it is better than wearing a different kind of shackles with “Prime’s stooges.” His heart may not always be in it, but when it is, he excels. Playing a Decepticon Seeker Character Any Decepticon character with the Seeker Origin from the Transformers Roleplaying Game Core Rulebook can be a part of this division, making all the necessary adjustments to whatever Role they choose as well. STARSCREAM Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.
THE DECEPTICON DIRECTIVE 11 THE DECEPTICON MOVEMENT 1 Playing a Decepticon Rainmaker Character To best represent a Seeker than has joined with the Decepticon Rainmakers, choose the Elementalist focus (see page 53) of the Scientist Role. Alternatively, you can add an elemental projector upgrade (see page 75) to add an element damage type to your weapon and the energy resistor armor upgrade (page 132 of the Transformers Roleplaying Game Core Rulebook) to resist that same element damage. The Insecticons Primal Cybertronians that take the shape of arthropodal creatures primarily from Earth, Insecticons often consider their Bot Mode to be the less natural and comfortable form to take. They have a deep connection to and hunger for Energon of all types, and their ceaseless need to devour it has aligned them with the Decepticons far more than any socio-political concepts. This also includes “The Swarm,” a nearly mindless collection of Insecticon drones and copies that follows the whim of the more dominant Insecticons. ACID STORM, ION STORM, AND NOVA STORM Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.
12 TRANSFORMERS ROLEPLAYING GAME NOTABLE INSECTICON CHARACTERS Barrage Alt Mode: Rhinoceros Beetle Brutal to the extreme, Barrage is a merciless and unforgiving member of the Insecticons. He is a draconian taskmaster to the drones he is put in charge of, but he gets the job done. When things look like they are going to turn against him, Barrage will gladly throw others in the way to make good his escape. Bombshell Alt Mode: Weevil Bombshell is an Insecticon with the uncanny power to control the minds and actions of other Cybertronians, using them to perform the sadistic and depraved acts that fill his easily entertained mind. He revels in the pain of others, so much so that it can distract him from his orders. Chop Shop Alt Mode: Thorny Stag Beetle A Spark-relative of Shrapnel, Chop Shop is a veritable sneak thief who claims to be unable to control his impulse to take things. If it isn’t bolted down (well enough, that is), Chop Shop will surely take the chance to get his claws on it. Kickback Alt Mode: Grasshopper One of the original Insecticons, Kickback is the leader of a grasshopper Alt Mode swarm. He is deceptively friendly and fun to be around, even if it is all a façade to bring him in close to munch on tasty prey! Ransack Alt Mode: Locust Ransack is one of the most direct of the Insecticons. His is a warrior’s Spark, mentality, and chassis. Everything he lives for is the destruction of things that others hold dear, including their own bodies. Most Decepticons love having Ransack around if only to hear his sordid tales of brutal exploits. Salvo Alt Mode: Weevil A strain of advanced and durable drones made from Bombshell, Salvos are painfully low on individuality and brainpower. In fact, when they aren’t being directly commanded by an alpha Insecticon, they sometimes fall to pieces. Shothole Alt Mode: Grasshopper A major component of The Swarm, Shotholes are ferocious drones made from the chassis and instinct patterns of Kickback. Their role is to convert matter into Energon in large quantities, and they are rarely smart enough to do more. Shrapnel Alt Mode: Stag Beetle This Insecticon is most known for his aggressive applications of electricity. Shrapnel has been copied many times over to fill the Swarm with his drones. He has a unique speech pattern that causes him to repeat the last word or words in his sentences, adding an erratic emphasis to his discourse. Venom Alt Mode: Cicada The oldest and highest-ranking Insecticon, Venom has become a master of behavioral manipulation and psychological warfare. Thinking everyone else schemes as he does, most of his time is spent protecting his position of power and is ready to wield an ancient concoction of anti-life toxins BOMBSHELL against anyone who dares to challenge him! Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.
THE DECEPTICON DIRECTIVE 13 THE DECEPTICON MOVEMENT 1 Playing an Insecticon Character Most players that wish to create an Insecticon character should begin by choosing the Insecticon Origin (page 34), choosing one of the listed Alt Modes in that section. If a player wants to explore being an elevated entity from The Swarm, they can choose the Drone Origin instead and mimic the Insecticon Origin. Soundwave’s MiniCassettes Soundwave has been one of the most notable and loyal members of Megatron’s inner circle of Decepticons for several generations. In that time, he has amassed a veritable army of minions and hench-bots collectively falling under the category of “Mini-Cassettes.” These specialized Mini-Cons are most commonly found stored within Soundwave’s own body but are occasionally loaned out to other Decepticons for their individual expertise. BOT MODE Unlike most of the others presented here, the Decepticon Mini-Cassettes all have the same Alt Mode: that of a data-storage mini-cassette. Instead of listing each of the following Decepticons’ Alt Modes, each describes their distinct Bot Mode instead. These Bot Modes vary more than those found in other Cybertronians, which are predominantly humanoid, but are still considered the Mini-Cassette’s primary mode. Zaptrap Alt Mode: Stag Beetle These warrior drones, who are copies of Shrapnel, wield a lesser command of electricity than their progenitor, but are highly dependent on the control beams emitted by their commanders. Without these controlling influences, Zaptraps will run amok. NOTABLE MINI-CASSETTE CHARACTERS Beastbox Bot Mode: Gorilla One of Soundwave’s interrogators, Beastbox has all the curiosity of an Earth primate. Unfortunately, his curiosity pales in comparison to his short fuse and murderous rage. He tends to be a blunt instrument, either for physical tasks or altercations. He is balanced by his duo-combining partner, Squawktalk. Buzzsaw Bot Mode: Bird of Prey Among the many avian mini-cassette minions, Buzzsaw is the most driven by his passions. He has a longing to create art, a desire to inflict bodily suffering, and a need to always be taken seriously. This is likely his greatest weakness: his inability to adapt when things don’t go his way. Frenzy Bot Mode: Small Robot Happy to show how he received his name, Frenzy is one of the two “mini-Tremorcons” in Soundwave’s stable of mini-cassette minions. He is a monstrous little warrior, eager to prove his skills again and again, even squaring off against enemies far larger than he is. Often backed up by his brother Rumble, Frenzy is a scary battlefield asset. Garboil Bot Mode: Bird of Prey One of Soundwave’s secondary cassette minions based on the original Laserbeak’s condor design, Garboil serves as an information officer. He keeps tabs on everyone, fostering paranoia and spreading lies to keep fellow Decepticons at each other’s throats instead of organizing against faction leadership. Howlback Bot Mode: Panther A member of the Decepticon Secret Police, Howlback is a no-nonsense enforcer of Megatron’s rule. She is an ice-cold murder machine when she needs to be, using her advanced missile system and personal feedback shielding to incapacitate the largest of those she arrests. Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.
14 TRANSFORMERS ROLEPLAYING GAME Laserbeak Bot Mode: Bird of Prey A lurking spy and assassin, Laserbeak is one of Soundwave’s favorite mini-cassette minions. Cowardly and cruel, Laserbeak never takes an unnecessary risk and is one of the first to turn tail when faced with a powerful opponent or unfavorable odds. Overkill Bot Mode: Carnosaur Designed to house the Spark of a true predator, Overkill is a melodramatic engine of destruction. He is an endless source of theatrics and overwrought displays. He can get so caught up in throwing himself into everything he does that he will sometimes look comedically over-the-top. Ratbat Bot Mode: Bat Selfish and indulgent, this mini-cassette minion is Soundwave’s primary scout for Energon and other fuels. Ratbat’s sensor suite is tuned to sniff out energy wavelengths unlike any other. He is obsessed with efficiency and therefore makes an amazing mission leader when Soundwave needs one. Ravage Bot Mode: Panther One of Soundwave’s most infamous and skilled spies, Ravage is a feline-shaped mini-cassette minion. He is sadistic and cruel, but he prefers to use stealth and predatory tactics to take down his targets. Ravage has been known to be one of the most utilized of Soundwave’s saboteurs as well. Rumble Bot Mode: Small robot Rumble acts tough and loves to scrap, making him one of the less useful spies among Soundwave’s arsenal of minions but an excellent soldier and distraction. Rumble loves to indulge in the destruction of his enemies’ self-esteem while he beats them to a pulp, often mixing in rhymes and insults as he fights. Slugfest Bot Mode: Stegosaurus This dinosaur Mini-Con is filled with a rage that can flare up at the slightest misunderstanding. The trouble is, with Slugfest, everything is a possible misunderstanding! He isn’t a very intelligent Decepticon, and he has two answers to most problems: blast or smash. LASERBEAK Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.
THE DECEPTICON DIRECTIVE 15 THE DECEPTICON MOVEMENT 1 Squawktalk Bot Mode: Bird of Prey Made using some slight modifications of the Laserbeak chassis to connect with another of Soundwave’s cassette minions, Squawktalk is a mouthy creature that enjoys being the “brains” behind his pairing with Beastbox. He is always ready with a quip or a sly remark, which often gets him into trouble. Wingthing Bot Mode: Bat Created with a heavy dose of the personality emulator used to instill sentience into drones, Wingthing is a mirror of Soundwave. This self-righteous monster gleefully follows all of Soundwave’s commands with as much fervor as if he thought of them himself—which makes sense, considering where his mental patterns came from! Playing a Decepticon Mini-Cassette Character Most mini-cassette Decepticons can be represented by the Mini-Con Ally Perk gained from the Microlinked Focus of the Modemaster Role from page 74 the Transformers Roleplaying Game Core Rulebook or the Minion Master Focus found on page 49 of this book. Should a player wish to portray one of Soundwave’s enormous stable of mini-cassette minions, choose the Mini-Con Origin (see page 35) and work with the GM to create an original backstory. Tremorcons A division of Decepticons that are called upon when the ground itself needs to be used as a weapon, the Tremorcons are masters of sonic weaponry and equipment used to create earthquakes and similar effects. These specialists are known for their expertise and includes the honorary members Rumble and Frenzy, two of Soundwave’s mini-cassette minions. NOTABLE TREMORCON CHARACTERS Aftershock Alt Mode: Siege Tank A warrior that uses his science as a weapon, Aftershock is the largest of the Tremorcons and the most outspoken about the efficiency of their methods. His turret’s quake cannon produces a frightening amount of firepower. Fracture Alt Mode: Attack Motorcycle The fastest member of the Tremorcons, Fracture zooms into an area to get behind enemy lines, plants tectonic-wave charges, and rushes back to safety before everything starts to come down around him. When not actively using his skills for the Decepticons, he is an accomplished bounty hunter that will bring anyone in for a few extra shanix. Seizor Alt Mode: Excavation Drill Seizor is the leader of the Tremorcons, a skilled demolitionist, and a die-hard believer in Megatron’s goals to command Cybertron. Until he is needed, this drill-handed scholar of geo-sonics lives in a subterranean bunker complex on Hydrus 5, learning the best ways to bring down enemy fortifications from below. Playing a Tremorcon Character While the Tremorcons are a small subdivision of Decepticons, players that wish to create a similar character can do so easily by choosing the Scientist Role found in the Transformers Roleplaying Game Core Rulebook and adopting the Elementalist Focus found on page 53 of this book, selecting the Sonic element for many of the Role Focus’s specific applications. Tremorcons exhibit understanding of both seismic science and demolition-based technology. Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.
16 TRANSFORMERS ROLEPLAYING GAME The Reflectors The Decepticons’ leading minds on light, imaging, and the applications of holograms (especially in the fields of surveillance and optical misdirection), the Reflectors are a collective division that share nearly identical chassis elements. Also called Photons, the three leaders of the group can convert and combine into a powerful surveillance camera, where their drones cannot. NOTABLE REFLECTOR CHARACTERS Photon Drones Alt Mode: None The light-wielding Photon Drones look almost exactly like the three Photon Alphas but are unable to access their T-cogs to convert into Alt Modes. They can, however, focus extremely powerful light blasts through their central lens, sometimes at the cost of their own chassis’ integrity. Spectro Alt Mode: Camera Component Spectro is one third of the alpha trio of the Photons. He isn’t necessarily the brains of the operation, but his ideas are sometimes as sharp as his Energon blade. He is a grump and a curmudgeon, unwilling to go along easily with most plans, and will gladly throw them aside if it saves his Spark! Spyglass Alt Mode: Camera Component The fun-loving member of the Reflector trio, Spyglass is a prankster and a comedian who loves nothing more than getting dirt on others so he can later make jokes about it. He is a social manipulator, and if it weren’t for his persuasiveness, Spectro would rarely work with a team and Viewfinder would never finish a scheme. SPECTRO, SPYGLASS, AND VIEWFINDER Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.
THE DECEPTICON DIRECTIVE 17 THE DECEPTICON MOVEMENT 1 Viewfinder Alt Mode: Camera Component Marked by the large photonic emitter in his chest, Viewfinder is the planner and schemer of the Reflector triad. He is a deep thinker and gets fully lost in his plots, requiring the balancing factor of his brother, particularly Spyglass’s constant chatter and sense of humor. The Combiner Assemblies Ever since the awakening of the Enigma of Combination, Combiner Teams have been important to the Decepticons. Using the energies of the powerful and ancient artifact to unlock a Cybertronian’s ability to combine with other Cybertronians to form larger and more powerful mechanoids, these groups of like-minded bots are frequently called upon by Megatron for their sheer destructive ability. Several of the teams offer more than just the titanic power of their gestalt form, but that undeniable threat is never far from their foes’ minds. COMBINER TEAM ALT MODES Combiner Teams in many forms are important to both Decepticons and Autobots alike. Rather than describe each member of each Decepticon Combiner Assembly in detail, the following highlights the teams in general. In these entries, each member of the Assembly has their own Alt Mode described in parentheses after their name. NOTABLE DECEPTICON COMBINER TEAMS Combaticons A tightly knit unit of Decepticon soldiers, the Combaticons operate as one strategic force separately as well as they do in their combined form. Led by the military genius of Onslaught (Assault Tank), the rest of the team consists of Brawl (Tank), Blast Off (Shuttle), Swindle (Off-Road Car), and the interrogator Vortex (Helicopter Gunship). When they combine into the massive war giant Bruticus, they sacrifice their collective intelligence for the gestalt’s enhanced strength and savagery. Commandos Created from Autobot protoform bodies that were infused with the pugilistic spark of Megatron, the Commandos are a special ops team that truly embodies the Decepticon mentality. Keeping these ultra-violent warriors in line is Mega-Octane (Artillery Hauler), joined by Ro-Tor (Helicopter), Armorhide (Tank), Rollbar (Off-Road Car), and Movor (Shuttle). Ruination, their gestalt titan, is unique in how the Commandos can swap component locations to optimize the Combiner’s combat efficiency. Constructicons Perhaps ironically named, the Constructicons consist of a large group of Decepticons that are just as talented at taking buildings and fortifications apart as they are at putting them together. The primary members of the team are led by Scrapper (Front-End Loader), and include Bonecrusher (Bulldozer), Scavenger (Steam Shovel), Mixmaster (Cement Mixer), Hook (Crane), and Long Haul (Dump Truck). Stand-in members have included Gravedigger (Dump Truck), Hauler (Crane), Erector (Flatbed Trailer Crane), Hightower (Crane), and Scoop (Front-End Loader). Together the team combines into the gestalt form of Devastator, the Decepticons’ most well-known and universally feared Combiner Titan. DEVASTATOR Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.
18 TRANSFORMERS ROLEPLAYING GAME Predacons The Decepticons’ sinister reflection of the powerful Dinobots, the Predacons are a pack of primally charged bots that almost prefer to stay in their vicious animal forms. A patient hunter and leader, Razorclaw (Lion) is a ferocious warrior and uses brains as well as brawn to keep the team on task. His pack includes Divebomb (Falcon), Headstrong (Rhinoceros), Rampage (Tiger), Tantrum (Bull), and sometimes Gnaw (Sharkticon). When they combine to form Predaking, they are truly greater than the sum of their parts and are easily one of the most powerful weapons in Megatron’s arsenal. Seacons This assembly is a team of underwater combatants used for specialist missions. They all have aquatic animal-hybrid Alt Modes that allow them to function anywhere they might need to be. Making this team of misfits function properly is the viciously cruel Snaptrap (Turtle-Tank), turning Nautilator (Lobster-Beast), Overbite (Shark-Beast), Seawing (Manta Ray), Skalor (Coelacanth-Beast), and Tentakil (Squid-Beast) into an effective team. This is especially true when they combine into the warriorhunter Piranacon, their argumentative gestalt. Stunticons Thrill seekers and troublemakers all, the Stunticons are comprised of fast-driving, rubber-burning rebels that constantly posture against Megatron’s orders. Motivated by their merciless leader Motormaster (Semi Truck and Trailer), the Stunticons are the sworn foes of the Autobot Aerialbots, and count Drag Strip (Racecar), Dead End (Muscle Car), Breakdown (Sportscar), and Wildrider (Sportscar) among their primary members. Just as uncontrollable as its component members, the Stunticons’ gestalt form of Menasor is more like a force of nature than a mechanical being. Terrorcons Bestial, uncouth, and unsavory, the Terrorcons are individually monsters with a remarkable lack of drive or logical pragmatism. When their leader, the gluttonous Hun-Gurr (Two-Headed Dragon), calls them together as a pack, little can stand in the way of their killer chaos. He orchestrates the anarchic Rippersnapper (Toothy Beast), Blot (Goo-Monster), Sinnertwin (Two-Headed Beast), Cutthroat (Flying Drake), and Cindersaur (Fire-Breathing Beast) as best he can. They are a storm of teeth, claws, and untamed fury that only gets more focused and destructive when they combine to form Abominus, trading any semblance of logic for raw violence. Playing a Decepticon Combiner Character In game terms, any Decepticon character can technically be a part of a Combiner Assembly team. All it requires is the awakening of the Combiner element in them, and the presence of a Combinerspecific Influence or General Perk. These character options aren’t presented here or in the Transformers Roleplaying Game Core Rulebook, but the GM can work with a player to narrate their membership in a Combiner team until they are published in a more Combiner-focused Essence20 product. The Questionables Being a Decepticon generally labels a Cybertronian as someone standing against the norm, a rebel in most senses. There are a few however, that seem to always be scheming and testing their devotion to Megatron’s goals. These Decepticons are tracked by the Decepticon Investigation Squad and frequently find their loyalty tested. The leader of the Seekers, Starscream, could be considered one of the most notorious of the Questionables. NOTABLE QUESTIONABLE CHARACTERS Airachnid Alt Modes: Spider/Helicopter This triple-changer is a sadistic torturer that hails from Old Cybertron. Her falling in with the Decepticons was only a matter of time. Her relation to the Insecticons is strange and unknown, but her ability to command them is uncannily similar to that of their leaders. Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.
THE DECEPTICON DIRECTIVE 19 THE DECEPTICON MOVEMENT 1 Astrotrain Alt Modes: Train Engine/Shuttle Fueling his delusions of creating and commanding an entire fleet of loyal train drones, Astrotrain is all too happy to bide his time and serve Megatron as the primary spacefaring troop transport used by the Decepticons—until he amasses enough influence to lead on his own! Rattrap Alt Mode: Giant Rodent Rattrap takes his Alt Mode’s infamous survival instincts and turns up the dial on them. A skilled saboteur and clever survivalist, Rattrap is no coward, but he is often seen as one due to his instincts toward self-preservation. He is a Decepticon, but everyone is aware of his nature and rarely puts their faith in his loyalty for good reason. Sharkticons Alt Mode: Shark-Beast A strange and monstrous drone design used in huge numbers by the Quintessons, Sharkticons are always hungry for the Energon that flows inside living mechanoids. Their multi-matrixed, chassis-grinding teeth are designed to shred metal and draw out the glowing lifeblood of their prey. The Rosters Go On There are dozens, perhaps hundreds, of other Decepticons that might fit into one or more of the above divisions. When introducing canon characters from other media sources or new characters as yet seen, the GM should take note whether they fall into one of the above groups, and what that might mean to the player characters. ASTROTRAIN Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.
Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.
THE DECEPTICON DIRECTIVE 21 Making a Might-Makes-Right Character Willing to Do Whatever It Takes Chapter 2 of the Transformers Roleplaying Game Core Rulebook covers the basics of creating a character for a Transformers game. Creating a Decepticon character for a campaign featuring Decepticon protagonists follows the same steps as creating an Autobot character: 0. Discuss with your GM and other players 1. Decide on a character concept 2. Set Starting Essence Scores 3. Select Influences 4. Select an Origin 5. Select a Role 6. Describe your character 7. Form your team However, there are additional factors to consider. This chapter highlights the areas in which Decepticon character creation differs or could use additional considerations. Consider this chapter a companion to the original rules presented in the Transformers Roleplaying Game Core Rulebook’s character creation chapters. Step 0: Discuss with Your GM and Other Players A campaign in which the players take on the role of Decepticon characters can be a fun, unique experience from the standard action-packed heroics of the Transformers Roleplaying Game and other games run with the Essence20 Roleplaying System. But those unique experiences come with unique challenges. From tonal expectations about playing morally questionable characters to canonical considerations like whether Megatron is the current Warlord or has Unicron changed him into the tyrannical Galvatron, players and the GM need to work out how their Decepticon campaign looks and feels. This can be done during a vital Session 0, as mentioned on page 285 of the Transformers Roleplaying Game Core Rulebook. Chapter 4: Decepticon Campaigns can help the GM to manage expectations for a Decepticon campaign, making it the most fun it can be. Step 1: Decide on a Character Concept What is the core of your character? A character concept can be as simple as a two-word description or as elaborate as a multi-page backstory. Think of this as a guide to consider as you’re creating your ideal Decepticon. How did they get involved in the revolution? What sort of job did they do on Cybertron? Are they part of any of the established Decepticon factions? Are they gunning for Megatron’s title or are they a true believer in the cause? Fill in these sorts of details in this step and it will help you create the character you most want to play. CHAPTER 2 DECEPTICON CHARACTERS Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.
22 TRANSFORMERS ROLEPLAYING GAME Step 2: Set Starting Essence Scores This part of character creation functions exactly as it does in the Transformers Roleplaying Game Core Rulebook. Step 3: Select Influences The Influences presented later in this chapter were written with Decepticon characters in mind, just as the Influences in the Transformers Roleplaying Game Core Rulebook were written with Autobot characters in mind. However, as Influences spotlight key stretches in a character’s development, Influences that lead characters down the selfish road to villainy can also represent obstacles a would-be hero could have overcome. Likewise, Influences that encouraged an undecided Cybertronian to fight for the Primes could reinforce a downtrodden and angry character’s worst decisions. Decepticon characters can select Transformers Roleplaying Game Core Rulebook Influences, and Autobot characters can select the Decepticon Influences from this book. Would Jetfire be complete without the Traitor Influence to represent his betrayal of the Seekers? What other Influence should represent Megatron but Gladiator? Choosing Influences that play with expectations can create interesting backstories for your characters, but there is the risk that the situations common for an Autobot campaign won’t come up as often in a Decepticon campaign and vice versa. Similarly, there are implications to the way the rules work based on what type of character they were written for. When an Influence is written for a faction other than the one your character belongs to, check with your GM to determine if it needs some adjustment to reflect the side your character is on. A great example of a Decepticon Influence that needs revision to work for an Autobot character is Nemesis. The narrative and rules of that Influence both specifically mention having a deep hatred for an Autobot. Could the character have been a Decepticon who took this Influence to show a conflict with a specific Autobot, then turned his icon and switched sides, like Sky Lynx? In that case, the narrative applies to the past, but that’s not where the character’s story ends. As for the Influence Perk THUNDERCRACKER Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.
THE DECEPTICON DIRECTIVE 23 DECEPTICON CHARACTERS 2 (“Must act against their Nemesis or suffer ↓1”), is that character the Autobot in question, showing the bad blood that remains? Or do you change the named Autobot to a named Decepticon, to show that your story changed when you changed sides? That’s a discussion for you to have with your GM. As the Transformers Roleplaying Game core rulebook explains, if the story of an Influence works for your character concept, but the Influence Perk does not, work with your GM to replace it with another Influence Perk with one that fits your theme better (don’t forget to swap the Hang Up options, too!). If you like an Influence Perk but not the story of it, you can discuss it with your GM to find alternative ways the Influence Perk could be represented for your character concept. For example, Fanatic could be rewritten as Devotee. Ratchet was known for his blind faith in Optimus Prime and his command. A Fanatic like that could benefit from a Perk that says, “While in the presence of your leader, you cannot suffer greater than ↓2 on any given Skill Test”. It’s better to find a balance of narrative and rules for an Influence, so you don’t saddle your character with a story that doesn’t quite fit, or a Perk you never see yourself using. Step 4: Select an Origin Like the Influences, the new Origins in this book aren’t strictly for Decepticon characters, but they are written with Decepticon characters in mind. When choosing an Origin for your Decepticon character, you can choose the Origins found in this book, and those in the Transformers Roleplaying Game Core Rulebook. Thundercracker qualifies for the Seeker Origin and the Outride Origin fits Barricade, just as Eject qualifies for the Mini-Con Origin and the Salvaged Origin fits Wreck-Gar. Don’t hesitate to combine the Influences and Origins from this book with those in the Transformers Roleplaying Game Core Rulebook. A Cube Player who worked as a Refinery Laborer might have bet on themself in their games to help make ends meet. An Insecticon Gladiator would represent an Energon-hungry creature that loves the thrill of devouring its foes in the Pits. A Racer Mini-Con could be the fastest messenger bot found in Soundwave’s stable of mini-cassettes. These are all as legitimate and narratively sound concepts for characters as any others, as long as the player and GM work together to make it fit their game. Step 5: Select a Role Along with new Influences and Origins, this book only introduces one new villainous Decepticon Role for the Transformers Roleplaying Game: the Raider. In addition, the Role conversions section of this chapter introduces Hail Megatron! as a replacement for the For the Allspark! Perk, as well as two new Focus options for each of the 7 Roles from the Transformers Roleplaying Game Core Rulebook (Analyst, Field Commander, Gunner, Modemaster, Scientist, Scout, and Warrior). Certain Roles have additional replacement Perks. When building a Decepticon character, pick a Role and a Focus from all those available to that Role as normal. However, you must use the replacement Perks for Decepticon characters. You cannot mix and match. For example, your Decepticon Analyst would not receive the Postmortem Interrogation Role Perk. As a Decepticon character, your Analyst gets You Will Tell Me!, the Decepticon version of that Role Perk. Steps 6 and 7: Describe Your Character and Form Your Team Your Decepticon character is ready to meet the rest of their cadre! Influences Only Drones and those molded by the monstrous Unicron are crafted to be Decepticons. Everyone else starts with a neutral Spark awaiting a moral leaning. As they experience life, events impact them in different ways. Each influence moves their ethical compass’s needle in one direction or another, dictating their life’s path. For someone to join up with a faction of rebels and troublemakers that follow a well-known and ultra-violent warlord, those most moments had to be impactful. Otherwise, the Autobots and their welcoming ways would have surely swept them up in the name of freedom and safety. The following pages present 8 new Influences for use in the Transformers Roleplaying Game. They follow the same format as the Influences found in the Transformers Roleplaying Game Core Rulebook. However, the tone of these Influences differs from previous ones. Although some of the Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.
24 TRANSFORMERS ROLEPLAYING GAME existing Influences imply a character may have had to fight to survive the system, the result is that their battles set them on a path toward good. Decepticon Influences focus on the hardship-filled life in the lower layers of Cybertron. As discussed previously, it’s important to establish the tone of your campaign before character creation. More than most choices, your character’s tone is reflected in your Influences, since they represent what motivated your character to join the Decepticon faction. Decepticon Influences answer the question “Why do you let Megatron order you to fight his war?” Some Influences are broad and could mean a variety of things, like Fanatic and Monstrosity. Others are nuanced and directed, like Iconoclast and Refinery Laborer. If you’re looking for a character with a bit more moral grayness rather than hardcore villainy, focus more on the Influences that frame your character making certain difficult decisions. But if you want to explore the coldhearted experience of a devout Decepticon, the Influences are there to guide you. POTENTIAL HANG-UPS These new Decepticon Influences have several potential Hang-Ups listed for each one as normal. These Hang-Ups are a combination of ones found in the Transformers Roleplaying Game Core Rulebook and those listed on page 42. Extremist You want to bring the system down. All the way down, and in flames. If it stands for something, you hate it. If it supports the system, it is your enemy. And if it gets in your way, you want nothing more than to smash it to pieces and pound the pieces to dust. Your ideal world is one where all are equal, but no one can possibly build a system to be in charge. DECEPTICON CHARACTER EXAMPLE Deathsaurus, the self-declared Emperor of Destruction, has a dream, and that dream is the ruination of every established society or organized system that gets in his way! INFLUENCE PERK You do your best work when working against a system or bringing down a cause. When taking actions that target a member or symbol of authority, you may re-roll any dice results of 1 (taking the second result). POTENTIAL HANG-UPS Sadistic, Skeptical, Untrustworthy SUGGESTED CHARACTERISTICS Why have you decided to take this stance against the system that has earned your ire? Where you a part of that system, and then it used and abused you, leaving you a hollow and rage-filled enemy of everything it stands for? Are you a tool of a rival organization or system, just being used to destroy the opposition? You must decide what drives your desire to bring it all down. TABLE 2–1: EXTREMIST BONDS D12 BOND 1 They will never keep me in line. Never! 2 I get intimidated by the people in charge sometimes, and I deal with that poorly. 3 It isn’t just the system I want to see topple, it’s everything and everyone. 4 I wish my allies to join me in my destructive crusade. 5 I get angry at little things easily, and then I always blame bigger things for the resulting meltdown. 6 Can I forgive someone for supporting the system? Yes. Will I? Probably not. 7 When things come crashing down, I will be nothing but smiles and laughter. 8 I wanted to be in charge, and when I couldn’t be, I swore to rip it all down. 9 I am always looking to lure others away from their causes. 10 My anger and hatred for the system is just shine and paint. I do it mostly for the attention. 11 I am known and feared. At least I think so. 12 I am the quiet destroyer; no one guesses my schemes until it is too late. Fanatic You believe fully in the words and orders of your superiors or the ways of your faith, and you would follow them into the depths of the Pits and back again if they needed you to. They can always count on you to be ready to fight for the cause, sometimes even when they aren’t ready for you to do so! DECEPTICON CHARACTER EXAMPLE Lugnut is the most loyal follower Megatron could ever ask for. Lugnut holds the Decepticon cause as the reason why his Spark shines as it does. Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.
THE DECEPTICON DIRECTIVE 25 DECEPTICON CHARACTERS 2 INFLUENCE PERK While in the presence of a Decepticon commander or anyone with the Word of Unicron General Perk (see page 67), you can’t suffer greater than ↓2 on any given Skill Test. POTENTIAL HANG-UPS Idolizer, Something to Prove, Subordinate SUGGESTED CHARACTERISTICS Determine which cause or idol your character has given such devotion to, whether it is the concept of the Eternal Allspark, the ascendance of Unicron, or perhaps just in the word of Megatron and the way of the Decepticons. Why do you forge forward in their name and on their orders so strongly? What do you hope it will eventually yield? TABLE 2–2: FANATIC BONDS D12 BOND 1 I will serve until my Spark goes dark. 2 I must try to bring my passion and observance of the way to others. 3 I will only stray from my orders and teachings for my family, even though I will feel terrible after. 4 If I can, I hoard resources for my superiors. 5 If you are not an ally of my superiors, you are my enemy. 6 I am the instrument of something greater and must be preserved until called upon. 7 I bear a badge of honor or privilege from my superiors. 8 I believe because I was told to believe. 9 I don’t care what anyone else says, mine is the best way and I will make them know it! 10 I hope to one day have fanatical followers of my own. 11 I serve in silence. No one needs to know my passions. 12 If I stay loyal to the cause, I simply cannot fail. LUGNUT Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.
26 TRANSFORMERS ROLEPLAYING GAME Gutter Champion Coming up from the depths and lower layers of Cybertron, or perhaps the dark corners of some other world, you live to stand up against the status quo and the people in charge. You fight for territory, for resources, and for reputation against those who might try to take it from the bots under the shiny thumbs of the upper classes. DECEPTICON CHARACTER EXAMPLE The berserker Quake grew as angry and violent as he is through years of getting “stepped on by the Autobots,” as he claims. INFLUENCE PERK You work best when working against those in charge. In any action where you are breaking local laws or ignoring government edicts, you gain ↑1 once each turn. POTENTIAL HANG-UPS Bad Temper, Show Respect, Violent SUGGESTED CHARACTERISTICS Where did you learn that “the Powers that be” are not to be trusted and that you would have to fight tooth and nail for all those getting stepped on, including yourself? You should determine who you might view as the oppressors trying to hold you and your neighbors down, and why you would feel that way. Are you right, or perhaps misguided? TABLE 2–3: GUTTER CHAMPION BONDS D12 BOND 1 I will fight against oppression anywhere it reveals itself. 2 I am very quick to think everyone is against me. 3 I lost someone very dear to me because of a governmental action, and I hate them all for it. 4 Autobots, Decepticons… the guys in charge are all the same. I trust in the bots by my side. 5 I like to fight. The cause is just a side benefit. 6 My closest friends are those who fight by my side. 7 I just don’t trust you if you haven’t lived in the lower levels before. 8 Megatron and revolutionaries like him are my idols. 9 I don’t back down. Ever. 10 I have never taken to mocking or taunting well, and anyone who does so gets blasted in the grille! 11 If I’m not doing something to thwart the upper classers… I’m planning on what to do to thwart them next. 12 I’ve been called a bit of a loudmouth, and that’s okay. It gets my message across. Lackey There are those that lead and those that follow. You are one of the latter. But it serves you well. Not being the bot in charge means that you can always have someone else’s plan, another’s orders, or some other person’s screw up to blame when things go poorly. Now, it does mean that you are always getting given duties from above, but it can be a worthwhile exchange. BREAKDOWN Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.
THE DECEPTICON DIRECTIVE 27 DECEPTICON CHARACTERS 2 DECEPTICON CHARACTER EXAMPLE Most of the copied copies of Decepticon drones are created with a portion of another’s personality, and that original robot generally puts them into an automatic semi-servile state until they earn some personality and independence. INFLUENCE PERK You are completely accustomed to following orders, allowing any character you perceive as able to give you commands to Lend Assistance to you from any distance, as long as you can receive their believable verbal command to perform the task. POTENTIAL HANG-UPS Mode Attachment, Something to Prove, Subordinate SUGGESTED CHARACTERISTICS You must determine whom you serve, what kind of relationship you have with them, and why. Are you still serving as the minion of another? If not, why did you leave? And did you burn some bridges along the way? A Lackey character could just as easily be an ex-Lackey or perhaps someone who earned their place as a more independent asset. TABLE 2–4: LACKEY BONDS D12 BOND 1 I enjoy not having to make some of my own decisions. 2 The fact that I receive orders to do brutal acts means I’m not actually to blame. 3 I have aspirations… but they can wait until it’s okay with the boss. 4 I am afraid of ever being alone. 5 I take out my frustrations that I get from above on anyone smaller than me. 6 I am never the first to do or try anything. I always watch someone else do it first. 7 I want to have lackeys of my own someday. 8 I know I don’t have much to claim as my own, but I fiercely defend it. 9 I am a bit of a procrastinator, even with the boss’ orders. 10 I am only in this position because of circumstance. I don’t want to serve much anymore. 11 If I see another servant or lackey, even an enemy, I will cut them some slack because I know what this is like. 12 I learned how to be cruel from those who were cruel to me. Nemesis There is someone out there, some other being, that you have clashed with again and again and again. This being has chosen you to be their arch-rival, their recurring opponent… their nemesis. You can go long stretches without taking actions against them, but whenever the time arises, you know they are as obsessed with you as you are with them. DECEPTICON CHARACTER EXAMPLE The massive Decepticon Breakdown has traded blows with the Autobot Bulkhead on several planets, in several times, and with various outcomes. Now they are obsessed with one another. INFLUENCE PERK Over time, you have become an expert on the comings, goings, and interactions of your chosen nemesis. All your non-combat Skill Tests that relate to your nemesis gain ↑1. MANDATORY HANG-UP If you are involved in a scene with your nemesis (or someone openly acting on behalf of your nemesis), you suffer ↓1 on all Skill Tests that don’t target that individual or otherwise hinder or harm that individual. Important Rules Addendum: Mandatory Hang-Ups Some of the Influences found in this book come with unique Hang-Ups that are noted as being Mandatory. Unlike others that do not apply their Hang-Ups if chosen as a character’s first Influence, these special Influences always impose their Hang-Up on the character that chooses them. SUGGESTED CHARACTERISTICS You must choose a suitable being to serve as your Nemesis. You should create a viable story as to how the two of became Nemeses, including what originally happened to set them so strongly against you. Were you once friends? Are you truly enemies, or was this some kind of misunderstanding? Maybe Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.
28 TRANSFORMERS ROLEPLAYING GAME you are even part of the same faction and are vying against one another in a race for power and reputation. There is a story to be told between you, so work with the GM to figure out what that is. TABLE 2–5: NEMESIS BONDS D12 BOND 1 I respect my nemesis quite a lot. They are a capable and worthy opponent. 2 I wish my nemesis and I could make amends somehow. 3 I don’t even know why my nemesis hates me, but I can’t just let that stand. 4 I will be the end of my nemesis, it is foretold. 5 Every new person I meet needs to be vetted, as they could be working for my nemesis. 6 There is a way to turn my nemesis’s allies against him, and that is what I really want. 7 I often taunt my nemesis on purpose. I like the chase. 8 I’m actually proud of my nemesis’s achievements. 9 My nemesis seems way too powerful to care about me. 10 I know that it is my fault my nemesis hates me so much. 11 I am not the only target of my nemesis. 12 I have a special weapon or tool that I plan to use on my nemesis—and it’s a weird one. Recruiter Not all Decepticons are created with the faction’s goals in mind. At some point, someone came to them and told them of the fearless rise of Megatron and his inner circle of revolutionaries. Someone like you. You are the kind of bot that wants nothing else but to find like minds (or those who could be made into like minds) and bring them on board with your faction. DECEPTICON CHARACTER EXAMPLE The all-terrain Combaticon Swindle is a conman and a master fast-talker, always offering just enough to new recruits and allies to make sure that he ends up on top. INFLUENCE PERK You are extremely cunning when you have something to offer potential peers. If you have some kind of asset (equipment, Wealth, Energon, etc.) to barter with, you gain Edge on Deception and Persuasion Skill Tests. POTENTIAL HANG-UPS Distressed, Show Respect, Vainglorious SUGGESTED CHARACTERISTICS You are charismatic, charming, and never without a good reason why people should see things your way. There are several divisions within the Decepticons that you might be recruiting for, or perhaps you are just gathering bodies for the grinder. How has your faction and division treated you well enough to get you to gather new recruits, and how successful have you been? TABLE 2–6: RECRUITER BONDS D12 BOND 1 I revel in the art of the deal. 2 For every new bot I bring on board, that is one more body to get between me and danger. 3 I was recruited a while ago, so this is just my way of giving back. 4 I try to get a little dirt on everyone, because you never know when it can be useful. 5 Deep down, I just want to be liked. 6 My storage bins are always filled with random things to use in on-the-spot negotiations. 7 I rarely take the first “no” as the end of a conversation. 8 I judge anyone who doesn’t haggle. 9 It would be my life’s dream to get an Autobot to switch sides. 10 Am I the best at this? Yeah, I think I am. 11 I always look out for my new recruits. At least at first. 12 If things get bad enough, maybe I’ll start up my own Decepticon division. Refinery Laborer The Energon refineries on Cybertron, as well as those on some territory planets and colonies, are staffed for a variety of tasks, including by Cybertronians like you. You and your fellow workers have been so-called skilled labor in these all-toonecessary locations. Megatron’s revolt was based on the laboring classes rising up against those who profit from their dents, scrapes, and oil. The revolution was built on shoulders just like yours. DECEPTICON CHARACTER EXAMPLE Long Haul, a member of the original Constructicons, grew up in the employ of the Eenergon cube fabrication sites, and his job was Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.
THE DECEPTICON DIRECTIVE 29 DECEPTICON CHARACTERS 2 to carefully transport filled cubes from one place to the next. INFLUENCE PERK When using the skill most related to your job (see Table 2–7 below), you can never suffer more than ↓1 for any reason. POTENTIAL HANG-UPS Always Hungry, I Don’t Get It, Subordinate SUGGESTED CHARACTERISTICS What part of the industrial refinery you worked at dictates which skill you get your Perk bonus. Decide or roll randomly on the table below to determine which division at the refinery was your calling, and what skill benefits from your Influence Perk. TABLE 2–7: REFINERY LABORER JOBS 1D6 JOB SKILL 1 Hauling Brawn or Driving 2 Cubing/Packing Athletics or Brawn 3 Distilling Science or Technology 4 Testing Science or Survival 5 Repairs Athletics or Technology 6 Heavy Rigs Brawn or Technology TABLE 2–8: REFINERY LABORER BONDS D12 BOND 1 I miss the good ol’ days at work. 2 I secretly wish I had gone into management at the refinery. 3 I always want to try to fix things myself if I can. 4 There isn’t a day that goes by that I don’t remember one of my old work friends. 5 My chassis has some wear and tear on it from the refinery days… and I like it. 6 When I left the refinery, I might have taken a few illegal souvenirs. 7 My foreman was the worst, and now I have a serious problem with authority. 8 I use hard work to hide my emotional troubles. 9 If someone else came up from the line like me, I tend to trust their word. 10 I have a taste for the “dirty Energon” I used to skim out of the toss bins. 11 My work ethic left me with a good reputation, even amongst management. 12 If you need a minor menial task taken care of, I’ll be happy to do it. LONG HAUL Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.
30 TRANSFORMERS ROLEPLAYING GAME GNAW Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.
THE DECEPTICON DIRECTIVE 31 DECEPTICON CHARACTERS 2 Traitor The Decepticons have made a vast number of enemies across the galaxies since their rise… and you used to be one of them. That is, up until you flipped your allegiance. You are a traitor to your former faction, and no matter how deep you get in with the Decepticons, that fact will always stay with you. DECEPTICON CHARACTER EXAMPLE Gnaw was once just another Sharkticon in the employ of the Quintessons. This Energon-thirsty tornado of destruction now enjoys membership in the Predacons. INFLUENCE PERK You have had to fight against the odds to be accepted. Increase your Health by 1. MANDATORY HANG-UP You will always be looked upon by your Decepticon peers as a potential security risk; once a traitor, always a traitor. This imposes ↓1 to all Social Skill Tests that target members of your own faction who know of your past allegiance. Additionally, the GM should note that your former allegiance likely has information and important tactical data about you. SUGGESTED CHARACTERISTICS You had to have turned traitor from somewhere. Either choose or roll randomly on the following table to determine where your former allegiances once lay. New Hang-Ups These new Hang-Ups reflect some of the temperaments and difficulties of Decepticon characters but could be used by other characters for whom they might fit. ALWAYS HUNGRY You suffer from a constant and nagging need to refuel. If given the opportunity, you will occupy your free time with filling your tank with anything that might contain even the tiniest bit of Energon in it! BAD TEMPER You have a rage inside you that can barely be contained. The turn after you Fumble for any reason, you cannot take Free actions of any kind and suffer ↓1 on all Skill Tests until the end of your next turn. I DON’T GET IT You aren’t the brightest cube in the Energon stockpile. Anyone trying to outsmart or fast-talk you gains Edge on their Skill Test to do so. SADISTIC You enjoy kicking someone when they are down. You suffer ↓1 on any attack that doesn’t target the foe suffering from the most Conditions. SHOW RESPECT You respect the soldiers of this bitter war, as well as those who seem like they do the same. Whenever a foe rolls a Critical Success on an Attack Skill Test, you must salute and not attack that foe on your following turn unless they are the only foe present. TABLE 2–9: TRAITOR PAST ALLEGIANCE 2D6 PAST ALLEGIANCE 2 The Cabal of Unicron 3-5 Cartharsians, Junkions, or other mechanoid aliens 6-8 Autobots 9-11 Rogue Cybertronian Mercenaries 12 Quintessons TABLE 2–10: TRAITOR BONDS D12 BOND 1 I didn’t want to leave my old friends, but an accident forced me to. 2 A Decepticon recruiter saved me from a certain Spark-snuffing event. 3 I hate my former allegiance. 4 I maintain some communication with old friends. 5 Joining the Decepticons was not my first allegiance switch. 6 My old mentor tried to stop me from flipping sides, and now they surely hate me. 7 I love to see my former allies fail without me. 8 I have way too many stories from my former allegiance. 9 I was blackmailed to turn traitor. 10 I sometimes wonder if this was the right decision, but what can I do now? 11 I will, one day, stand at Megatron’s side. 12 If the situation was right, I’d absolutely go back to them… Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.
32 TRANSFORMERS ROLEPLAYING GAME SOMETHING TO PROVE You will do anything you can to gain favor in your commander’s eyes, suffering ↓1 on Skill Tests on any turn after Fumbling in their line of sight. UNTRUSTWORTHY Autobots and Decepticons alike find it hard to trust you. This imposes ↓1 on all Social-based Skill Tests you attempt against friend or foe alike. Origins Trying to control everything they touch, the Decepticons normally aim their recruitment methods on specific kinds of Cybertronians. They seek out the overly passionate, the naturally violent, those instinctually driven toward the consumption of resources, or even those crafted to serve the whims of Megatron’s inner circle. The Decepticon movement feeds off those who give in to their emotions and their desires; specifically, those who will not allow themselves to be penned in by legal codes or social mores. The new Origins presented here follow essentially the same format as the Origins found in the Transformers Roleplaying Game Core Rulebook and represent options of the same power level for characters. However, the tone of the below Origins differs from previous Origins. Where the existing Origins mostly represent a wide variety of Cybertronian upbringings and styles, Decepticon Origins focus more on characters that often fall into the ranks of the Autobots’ longstanding enemies. Armory Call You have chosen your Alt Mode from the possibilities of handheld weaponry, high-powered firearms, additional shielding, and more. You can better serve the cause by being wielded or worn by another Decepticon, adding your special brand of expertise to whomever can put your talents to work. Examples of Armory Call Characters: Browning, Eaglebreast, Shockwave (Pre-Tank) Essence Score Increase: Increase your Smarts Essence by 1. Origin Skill: Your understanding of the technology your Alt Mode emulates is reflected in how well others can utilize it, allowing you an increase to your Survival or Technology skill, using the Smarts Essence Score increase above. Starting Health: 3 Languages: Cybertronian, Adopted Earth language, plus one additional language for every 3 points of Social you possess. HEAD GUARD, KICKBACK, AND FRENZY Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.
THE DECEPTICON DIRECTIVE 33 DECEPTICON CHARACTERS 2 ORIGIN BENEFIT: IN THE RIGHT HANDS Your Alt Mode is an item or piece of equipment that someone else will wield or wear. You gain a benefit depending on your choice of Alt Mode. In addition, while being worn or wielded, you automatically grant the benefits of Lend Assistance to your wielder/wearer with the skill listed in the Alt Mode choices below; this takes no action on your part. These benefits are applicable only while you are in your Alt Mode. • Body Armor Segment: You and your wearer gain a +2 deflective bonus to both Toughness and Evasion Defenses; Brawn • Energy Firearm: None; Alertness • Handheld Shield: Impose Snag on first attack targeting wielder each turn; Might (Push/ Shove only) • Melee Weapon: None; Intimidation ARMORY CALL CHASSIS CONFIGURATIONS Whether part of someone’s strong offense as a hand-cannon or the stalwart defense of a shield, you convert into something that gives an ally an advantage in combat. Armory Call Bot Mode You have the following benefits when in your Bot Mode. Movement: 40 feet Ground Size: Large Fine Motor: The additional joints and opposable digits gained in Bot Mode allow you to use tools and manipulate objects in ways that are impossible in your Alt Mode. Armory Call Alt Mode You have the following benefits when in your Alt Mode, some of which are different depending on your choice of Alt Mode form. Your Special Attack can be performed only by your wearer or wielder. Movement: 0 feet Ground (may move up to 10 feet in any direction as part of the conversion process to and from this Alt Mode) Size: Small Crew: 1 (the wearer/wielder) Firepoints: 0 Limited Articulation: For all its advantages, your Alt Mode limits how easily you interact with the world around you. You cannot use skills that require articulation or precision, such as Athletics and Finesse. Special Attack (Body Armor Segment): Body Slam: Might skill, Reach (1 Blunt damage). Special Attack (Energy Firearm): Weapon Blast: Targeting skill, Range 60ft/100ft (2 Fire or Laser damage); Accurate (↑1). Special Attack (Handheld Shield): Shield Bash: Might skill, Reach (1 Blunt damage); Knock Prone. Special Attack (Melee Weapon): Weapon Strike: Finesse or Might skill, Reach (2 Blunt or Sharp damage); Multiple (2) Targets (↓1). Drone You are one of the many, a piece of the greater war machine that is the Decepticons’ battle against the legacy of the Primes. Created through a series of advanced scientific processes and given the beginnings of your own Spark, you might seem like just a clone of another bot, but you are indeed special in some specific way. Examples of Drone Characters: Head Guard, Salvo, Sunstorm Essence Score Increase: Increase the Essence of your choice by 1. Origin Skill: Even though you are a copy of something else, your Spark is somehow unique and drawing away from the pack, allowing you an increase any one skill. This skill training must be in the Essence taken in your Essence Score increase. Starting Health: 3 Languages: Cybertronian, Adopted Earth language, plus one additional language for every 2 points of Smarts you possess. ORIGIN BENEFIT: A HINT OF INDEPENDENCE Despite being a Drone, taking on the exact Alt Mode of some other Origin (see below), you are something special. Like the radiation powers of Sunstorm, the artistic sadism of Buzzsaw, or the tactical clarity of Head Guard, there is a tiny fragment of uniqueness found in your Spark. This is reflected by your ability to choose any General Perk you meet the qualifications for at the end of character creation. Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.
34 TRANSFORMERS ROLEPLAYING GAME This uniqueness comes with a price however, as it is technically an error in the copying process. Choose or roll randomly on the following table to determine what your specific imperfection is. TABLE 2–11: DRONE IMPERFECTIONS D8 IMPERFECTION 1 Poor Energon Circulation: Your maximum Energon Points is equal to your lowest Essence Score -1 2 Fragile Chassis: You have a -1 penalty to your Toughness Defense 3 Stress Leak: Choose an Element type, one random creature or object adjacent to you takes 1 damage of that type when you Fumble a Skill Test 4 Vulnerability: Choose a damage type, your Toughness Defense is halved (round up) to that damage 5 Energon Hunger: Anytime you regenerate Energon, roll 1d4; on a 4, you regenerate 1 less than the normal amount 6 Slow Conversion: Converting Modes takes an entire turn’s worth of your actions 7 Fiercely Independent: You never benefit from someone else’s Lend Assistance actions (but you can Lend Assistance normally) 8 Weak-Willed: All Deception and Persuasion Skill Tests that target you gain Edge DRONE CHASSIS CONFIGURATIONS As a Drone, you look identical to whatever Decepticon you are a copy of, although likely with a different-colored or patterned chassis. This includes that Decepticon’s Bot and Alt Modes. Choose another Origin; all your Bot and Alt Mode statistics are based upon that copied Origin. Drone Bot Mode You have the following benefits when in your Bot Mode. Movement: As copied Origin Size: As copied Origin Fine Motor: The additional joints and opposable digits gained in Bot Mode allow you to use tools and manipulate objects in ways that are impossible in your Alt Mode. Drone Alt Mode You have the following benefits when in your Alt Mode. Movement: As copied Origin Size: As copied Origin Crew: As copied Origin Firepoints: As copied Origin Limited Articulation: For all its advantages, this aerodynamic shape limits how easily you interact with the world around you. You cannot use skills that require articulation or precision, such as Athletics and Finesse. Special Attack: As copied Origin Insecticon You come from a long line of Cybertronian with roots in the primal forces that shaped entire planets; the Swarm is as much a part of you as you are of it. You know the hunger of all your siblings, the insidious gnawing cold in your cogs for even the smallest trickle of Energon. Luckily for you, the Insecticons have evolved to make the most out of every bit they can get their mandibles on. Examples of Insecticon Characters: Bombshell, Kickback, Shrapnel Essence Score Increase: Increase your Strength Essence by 1. Origin Skill: Primal insectoid power flows through you, allowing you an increase to your Athletics or Brawn Skill, using the Strength Essence Score increase above. Starting Health: 3 Languages: Cybertronian, Insecticon, Adopted Earth language, plus one additional language for every 3 points of Social you possess. ORIGIN BENEFIT: INSECTOID COMPONENTS As a strain of Cybertronian that can trace its lineage back to ancient swarms, you have natural armor that grants a +2 deflective bonus to your Toughness Defense. Additionally, you gain ↑2 on Brawn Skill Tests in your Alt Mode. It should be noted that Insecticon Alt Modes rarely, if ever, gain the bonus to Infiltration that most other Alt Modes offer. Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.
THE DECEPTICON DIRECTIVE 35 DECEPTICON CHARACTERS 2 INSECTICON CHASSIS CONFIGURATIONS Your Alt Mode is that of an oversized arthropod common to the area you inhabit. Of Insecticons found on Earth, this could range from beetle and locust to wasp and even scorpion. Insecticon Bot Mode You have the following benefits when in your Bot Mode. Movement: 30 feet Ground Size: Large Fine Motor: The additional joints and opposable digits gained in Bot Mode allow you to use tools and manipulate objects. Insecticon Alt Mode You have the following benefits when in your Alt Mode. Movement: 30 feet Ground and 40 feet Aerial Size: Long Crew: 0 Firepoints: 0 Fine Motor: The additional joints and opposable digits available in Alt Mode allow you to use tools and manipulate objects. Special Attack: Using biting mandibles, crushing claws, bashing proboscis, or other arthropodal natural weapons, you have the following special attack: Unarmed Strike: Might skill, Reach (1 Blunt damage) Mini-Con Not all Cybertronians are towering hulks of metal. Some are relatively small bots among the masses. Traditionally, Mini-Cons have served as sidekicks, assistants, augmentative cohorts, and other minions. But not you. The Decepticon drive to stand up for yourself is strong in you, and while you don’t stand tall, you can stand proud. Examples of Mini-Con Characters: Fistfight, Frenzy, Nickel Essence Score Increase: Increase your Speed Essence by 1. Origin Skill: Your size and flexible frame is made from lightweight metal, allowing you an increase to your Acrobatics or Initiative Skill, using the Speed Essence Score increase above. Starting Health: 2 Languages: Cybertronian, Adopted Earth language, plus one additional language for every 3 points of Social you possess. ORIGIN BENEFIT: FRAME EFFICACY Your Bot Mode is lighter and more agile than that of other mechanoid beings, as reflected in your Essence bonus and size. You gain an additional different benefit depending on your choice of Alt Mode; these benefits are applicable only while you are in your Alt Mode. • Firearm Enhancement Module: When you Lend Assistance to Targeting Skill Tests attempted by the ally wielding the weapon to which you are attached, you can also spend 1 Energon Point to increase the damage of the attack by 1. • Mini-Cassette: You can join with your linked Modemaster as a Free action. You also gain Edge on Skill Tests to hide or eavesdrop. • Mini-Vehicle (Ground): Grant the Accurate (↑1) Trait to 1 Hardpoint Weapon. • Mini-Vehicle (Aerial): Grant the Blast (5ft radius) effect to 1 Hardpoint Weapon. • Power Conduit: You can join with an ally. When you do so, you can spend 1 Energon Point as a Move action to grant that ally ↑1 to one Skill Test they attempt or 5 feet of Movement during their next turn. MINI-CON CHASSIS CONFIGURATIONS Your Bot Mode can range in appearance from that of a humanoid robot to that of a bird or beast; this has little effect on your abilities. Your Alt Modes must be chosen from the following: a mini-cassette that works with a specific kind of Modemaster (see the Role in the Transformers Roleplaying Game Core Rulebook), an augmentative power conduit, a firearm enhancing module, or a miniature vehicle. Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.
36 TRANSFORMERS ROLEPLAYING GAME Mini-Con Bot Mode You have the following benefits when in your Bot Mode. Movement: 30 feet Ground or 30 feet Aerial Size: Common Fine Motor: The additional joints and opposable digits gained in Bot Mode allow you to use tools and manipulate objects in ways that are impossible in your Alt Mode. Special Attack: Natural Weapon: Might or Finesse skill, Reach (1 Blunt or Sharp damage) Mini-Con Alt Mode You have the following benefits when in your Alt Mode, some of which are different depending on your choice of Alt Mode form. Movement (Firearm Enhancement Module, Mini-Cassette, Power Conduit): 0 feet Ground (may move up to 10ft in any direction as part of the conversion process to and from this Alt Mode) Movement (Mini-Vehicle): 40 feet Ground or 40 feet Aerial Size (Firearm Enhancement Module, MiniCassette, Power Conduit): Small Size (Mini-Vehicle): Common Crew (Firearm Enhancement Module, MiniCassette, Power Conduit): 0 Crew (Mini-Vehicle): 1 Firepoints (Firearm Enhancement Module, MiniCassette, Power Conduit): 0 Firepoints (Mini-Vehicle): 1 Limited Articulation (All): For all its advantages, this aerodynamic shape limits how easily you interact with the world around you. You cannot uses skills that require articulation or precision, such as Athletics and Finesse. Special Attack (Firearm Enhancement Module, Mini-Cassette, Power Conduit): None Special Attack (Mini-Vehicle): Ram: Driving skill, Reach (1 Blunt damage); Maneuver Monstrosity You have a Spark that burns brighter and hotter than most so-called civilized bots. Where others set their T-cogs to take on the forms of racers, planes, tanks, and more… your fire forged your shape into that of a great beast, a vicious thing from the ancient times and stories from across the cosmos. It is so ingrained in your Spark to be this beast that you are almost more comfortable living in a storm of teeth and claws than existing as a common citizen. Examples of Monstrosity Characters: Airachnid, Headstrong, Sinnertwin Essence Score Increase: Increase your Strength Essence by 1. Origin Skill: Your fury is palpable, and your body is full of untapped rage, allowing you an increase to your Brawn or Might Skill, using the Strength Essence Score increase above. Starting Health: 4 Languages: Cybertronian, plus one additional language for every 2 points of Social you possess. ORIGIN BENEFIT: TOOTH AND CLAW You are driven by a predator’s instincts when you give into your Spark’s nature. In your Alt Mode, your Unarmed Attacks are considered Natural Attacks, inflict Sharp or Blunt damage (based on the attack), and have the Accurate (↑1) Trait. MONSTROSITY CHASSIS CONFIGURATIONS Your Alt Form is one of a beast, whether a real creature like a lion or condor, or a legend and myth like a dragon or griffon, or even creature that once lived, like a dinosaur. Depending on your planet of origin, you might even take on the form of an alien organism. Monstrosity Bot Mode You have the following benefits when in your Bot Mode. Movement: 35 feet Ground Size: Huge Fine Motor: The additional joints and opposable digits gained in Bot Mode allow you to use tools and manipulate objects in ways that are impossible in your Alt Mode. Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.
THE DECEPTICON DIRECTIVE 37 DECEPTICON CHARACTERS 2 Monstrosity Alt Mode You have the following benefits when in your Alt Mode. Movement: 40 feet Ground or 40 feet Aerial or 40 feet Aquatic Size: Huge or Extended Crew: 0 Firepoints: 0 Bestial Articulation: For all its advantages, your creature shape limits how easily you interact with the world around you. You must use body parts not designed for articulation or precision, such as mouths, claws, or hooves to perform certain tasks. Whenever this applies, you suffer a penalty of ↓1. Special Attack: Using a fang-filled mouth, talons, claws, horns, tail spikes, or other bestial natural weapons, you have the following special attack: Natural Weapon: Might skill, Reach (1 Blunt or Sharp damage); Maneuver alternate effect Salvaged Seeing the worlds’ refuse, scrap, and junk as a potential resource, you are among those mechanoid beings who know the best way to use it. Whether repairing damage or augmenting yourself with objects that might seem like lost causes to others, you are a master at recycling the parts left behind. This is true even if you were the one that made the spare parts in the first place! Examples of Salvaged characters: Recyclons, Rum-Maj, Scrapheap Essence Score Increase: Increase your Smarts Essence by 1. Origin Skill: You see blueprints and engineering in the strangest resources, allowing you an increase to your Survival or Technology Skill, using the Smarts Essence Score increase above. Starting Health: 3 Languages: Cybertronian, Junkian, plus one additional language for every 2 points of Smarts you possess. ARACHNID AND SCRAPHEAP Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.
38 TRANSFORMERS ROLEPLAYING GAME ORIGIN BENEFIT: WELDS, RIVETS, AND IDEAS You are adept at using metallic scrap, plastic debris, and similar inorganic refuse in a variety of different ways. By succeeding in a DIF 12 Technology Skill Test that takes 2d6 × 5 minutes, you can emulate any single piece of equipment, weapon upgrade, or armor upgrade (of no greater than Limited Access) using such materials. The emulated item functions for a single scene. SALVAGED CHASSIS CONFIGURATIONS Your need to be able to traverse potential collections of trash and discarded items requires all-terrain capabilities, so your Alt Mode likely has spiked wheels, ridged treads, or scalloped tires. Salvaged Bot Mode You have the following benefits when in your Bot Mode. Movement: 35 feet Ground Size: Large Fine Motor: The additional joints and opposable digits gained in Bot Mode allow you to use tools and manipulate objects in ways that are impossible in your Alt Mode. Salvaged Alt Mode You have the following benefits when in your Alt Mode. Movement: 45 feet Ground Size: Long Crew: 1 Firepoints: 1 Limited Articulation: For all its advantages, this aerodynamic shape limits how easily you interact with the world around you. You cannot use skills that require articulation or precision, such as Athletics and Finesse. Special Attack: Spiked Ram: Driving skill, Reach (1 Sharp damage); Maneuver alternate effect Role Options From throngs of bullying criminals to creative engineers, aerospace warriors to robotic monsters, and weapon and Energon specialists of all kinds, Decepticons are truly varied. Because greater numbers can often turn the tide in a moment of conflict, the Decepticons often recruit new members as soon as they seem remotely interested and find a place for them in Megatron’s plans when the dust next settles. Below are 14 new Focus options, two for each of the Transformer Roleplaying Game Core Rulebook’s 7 Roles. Each new Focus centers around a concept ideal for Decepticon characters but can also be used to make tarnished Autobot characters as well. Additionally, Roles with Perks heavily tied to heroic morality get replacement Perks. After the new Focus options, this book also introduces a new primarily-Decepticon Role—the Raider—and its two Focus options. Discuss with your GM if you feel your Decepticon character concept works better with the original Role, Focus, or Role Perk, or if your Autobot character concept works better with these new or replacement assets. Replacement Faction Perk Just as each Autobot character created using the rules from the Transformers Roleplaying Game Core Rulebook has the For the Allspark! Perk, each Decepticon character created using the information found in this sourcebook instead has the Hail Megatron! Perk. While similar in many ways, the new Perk highlights the different moralities and priorities of the two factions. HAIL MEGATRON! Decepticons are used to being the toughest and meanest Cybertronians in the room, on the road, or in the skies. Like Autobots, they are living robots that change their forms, but they care little about not standing out or frightening humanity. Every Decepticon character gains the following benefits: • ↑1 to Infiltration Skill Tests when in Alt Mode, or ↑2 if the Alt Mode is appropriate to the environment. Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.
THE DECEPTICON DIRECTIVE 39 DECEPTICON CHARACTERS 2 • ↑1 to Intimidation Skill Tests when in Bot Mode and targeting Cybertronians of smaller Size class. • Immunity to carbon-based diseases but affected by electromagnetic damage and viruses that affect machines. • One Standard Issue Decepticon Equipment Package (see page 69). • Decepticons, Attack!: If you or your allies are the instigators of a fight, you can choose to gain ↑1 to your Initiative Skill Test or to your first Attack Skill Test during the first round of combat. Analyst Using information as a resource, an Analyst is the collector and wielder of information. Decepticon Analysts are masters at ripping data from any source, finding the most insidious ways to use it, and putting that information in play against their foes. DECEPTICON EXAMPLES The following are examples of Decepticon Analyst characters: • Mindwipe • Nightbeat • Vortex REPLACEMENT PERKS Decepticon Analysts gain the following replacement Perks in place of certain Analyst Perks listed in the Transformers Roleplaying Game Core Rulebook. Cybertronian Perk Taking Advantage: At the beginning of every round of combat after the first, you can spend an Energon Point to immediately change your position in the Initiative order to immediately follow any enemy that failed any Skill Test on the previous turn. This replaces Work the Numbers. MINDWIPE Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.
40 TRANSFORMERS ROLEPLAYING GAME Spark Interrogation You are skilled at yanking information out of the living as well as the destroyed. This modified Perk functions in the same fashion as Postmortem Interrogation, but the Analyst can choose to attempt the Skill Test with Snag to target Restrained or Defeated Cybertronians. This modifies Postmortem Interrogation. NEW ANALYST FOCUS OPTIONS Choose how your Analyst excels, picking either one of the two focuses presented in the Transformers Roleplaying Game Core Rulebook (Manipulator or Spec Ops) or one of these two new Analyst Focus options: Corruptor, an Analyst that specializes in toxifying information; and Inquisitor, an Analyst who exploits hidden tells in others’ behaviors and actions. Corruptor Corruptor Analysts take data and information from various sources and finds ways to change them into traps and tools against their enemies. Essence Increase: Increase your Smarts Essence by 1 at 1st level, and again at 10th level. Focus Skills: Train or specialize in one of these skills when your Focus gives you an Essence increase: Culture, Science, or Technology. TABLE 2–12: CORRUPTOR FOCUS LEVEL PERK 1st Comms Probe 3rd Feedback Field 6th False Data 10th Eidetic Buffer 17th Comms Assault 20th Scramble Wave Comms Probe You are the ultimate electronic eavesdropper. If you are within 10 feet of an electronic device that is sending or receiving messages, you can spend a Free action and attempt a DIF 12 Technology Skill Test to tap into the data pathways and receive a copy of the information in question. Feedback Field By understanding how data is transferred from one device to another, you can complicate the process. At 3rd level, you can spend an Energon Point and a Move action to emit a feedback field. While the field is active, all non-allied communications and data transfers in the scene are partially jammed and require a successful Technology Skill Test against your Willpower Defense by the sender or receiver (whichever is closer to you at the time). False Data Your specialization in data misdirection has become partially weaponized. Upon reaching 6th level, you become automatically fluent in a special Encryption language that requires either a transmission key from you or a successful DIF 18 Alertness (Investigation) Skill Test to decipher. Additionally, if you have successfully used the Comms Probe Perk, you can choose to roll a Deception Skill Test to completely change the data and information being transmitted into something of your choosing and preparation; the result becomes the DIF of an Alertness (Investigation) Skill Test for anyone trying to determine if the information is false. Eidetic Buffer Your internal data storage is seemingly limitless. At 10th level, you can choose three additional languages to become fluent in. Additionally, you can always attempt a DIF 14 Alertness Skill Test to remember a specific fact or previously learned piece of information. GMs should understand the potential power this Perk can represent and work with you to recall useful information. Comms Assault You have truly weaponized data transmissions. At 17th level, you can focus powerful, painful “slush data” into the processors of your mechanoid enemies. By spending an Energon Point and a Standard action, you can blast all non-allied communications receivers within 100 feet with a Technology-based attack versus either a DIF 14 or the target’s Toughness Defense (ignoring bonuses provided by armor). This attack inflicts 1 Electromagnetic damage and imposes the Stunned Condition on the target until the end of their next turn. Scramble Wave The electronic warfare at your disposal has reached a new height. Upon reaching 20th level, you add 1 Electromagnetic damage and “Critical Effect: Target is Stunned until the end of their next turn” to all your attacks. Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.
THE DECEPTICON DIRECTIVE 41 DECEPTICON CHARACTERS 2 Inquisitor Inquisitor Analysts rip the secrets and information from their targets, often leaving unthinking husks of robots in their wake. Essence Increase: Increase your Social Essence by 1 at 1st level, and again at 10th level. Focus Skills: Train or specialize in one of these skills when your Focus gives you an Essence Increase: Animal Handling, Deception, or Persuasion. TABLE 2–13: INQUISITOR FOCUS LEVEL PERK 1st Loaded Questions 3rd Painmonger 6th Shatter Resolve 10th Instill Weakness 17th Paralytic Probe 20th Collection of Secrets Loaded Questions You know the best ways to navigate and manipulate a conversation to your own ends. This is especially true when a target doesn’t realize this is happening. If you target the same creature with your Deception and/or Persuasion Skill Tests in a single scene, you gain a cumulative ↑1 with each Skill Test. Painmonger One of the fastest ways to get a target to open up is to cause them discomfort. At 3rd level, you know how to inflict physical anguish in a multitude of different ways. Any of your attacks or game effects that inflict Stun also impose the Impaired Condition on a target until the end of the target’s next turn. Shatter Resolve You are an expert at prying through someone’s mental and emotional deflections. Upon reaching 6th level, all Willpower and Cleverness Defenses take a –2 penalty against your Deception and Persuasion Skill Tests. Instill Weakness Using chemicals, energy, and other advanced tools, you know how to make someone vulnerable to certain stimuli. At 10th level, you gain a unique piece of standard equipment (such as an injector pistol or a harmonic analyzer) that you can wield in one hand (or external hardpoint). As a Standard action while wielding this tool, you can target a creature within your line of sight and attempt a Technology Skill Test against their Evasion Defense. On a success, spend 1 Energon Point and choose a type of damage. All attacks or actions against the target that deal that type of damage gain Edge for the remainder of the scene. Paralytic Probe You know how the Spark’s energies move inside your potential prey. At 17th level, you can spend one or more Energon Points to add Stun 2 (per Energon Point) to a Finesse- or Might-based Unarmed attack. The Energon Points must be spent before the attack roll is made. Collection of Secrets The many victims who have opened up to you (willing or not) have added to your vast repertoire of secrets. At 20th level, when you spend a Story Point to receive a clue, you gain Edge on all Smarts- and Social-based Skill Tests to act on that information. This bonus lasts until the end of the session. VORTEX Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.
42 TRANSFORMERS ROLEPLAYING GAME Field Commander The leaders of masses of soldiers and mission teams, Decepticon Field Commanders are enforcers of the concept of might equals right. They do not shy away from conflict. Instead, they inspire their forces from the front lines, and leave those unfit to serve as sacrifices to victory. DECEPTICON EXAMPLES The following are examples of Decepticon Field Commanders characters: • Bombshell • Galvatron • Starscream REPLACEMENT PERKS Decepticon Field Commanders gain the following replacement Perks in place of certain Field Commander Perks listed in the Transformers Roleplaying Game Core Rulebook. Cybertronian Perk Show Them Who’s in Charge: Once per scene, when at least one ally is within 20 feet of you and you are not surprised, you can cause an attack targeting you to suffer Snag. If the attack still hits you and deals damage, you gain Edge on your next attack against the creature that damaged you, as long as that attack is made before the end of your next turn. This replaces Never Forsaken. Do as I Say! Even your enemies respect the command in your voice. At 2nd level, as a Standard action, you can spend an Energon Point and attempt an Intimidation Skill Test against the Willpower Defense of a target whose level is equal to or lower than yours. On a success, you give the target a short order, such as “grab the Energon cubes” or “drop your weapon.” As long as the order does not put the target in lethal harm’s way, violate one of the target’s core beliefs, and can be accomplished with a Move action, they use their Move action to follow the command to the best of their ability for a number of rounds equal to the number of Skill Points you have spent in Intimidation. This replaces Irrefutable Order. Might is Right You thrive when wielding your voice as a forceful tool. At 13th level, whenever you attempt an Intimidation Skill Test, you can score a Critical Success with the d2. This replaces Let Cool Heads Prevail. STARSCREAM Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.
THE DECEPTICON DIRECTIVE 43 DECEPTICON CHARACTERS 2 NEW FIELD COMMANDER FOCUS OPTIONS Choose how your Field Commander excels, picking either one of the two focuses presented in the Transformers Roleplaying Game Core Rulebook (Ambassador or Strategist) or one of these two new Field Commander Focus options: Mastermind, a Field Commander that thrives on deception; and Tyrant, a Field Commander that relies on strength and fear to lord over their subordinates. Mastermind Mastermind Field Commanders cook up devious schemes to get their teams in and out of trouble. When a Mastermind leads, though, no one is really safe from their deceits, be they friend or foe. Essence Increase: Increase your Social Essence by 1 at 1st level, and again at 10th level. Focus Skills: Train or specialize in one of these skills when your Focus gives you an Essence increase: Deception, Persuasion, or Streetwise. TABLE 2–14: MASTERMIND FOCUS LEVEL PERK 1st Well-Oiled Tongue 3rd Lead from the Rear 6th Empty Gesture 10th Dubious Tactics 17th Arrogant Outrage 20th My Allies are My Shield Well-Oiled Tongue You are adept at lying to get your way, and you are rarely caught out in your falsehoods. You can spend an Energon Point to modify a failed Deception Skill Test. If the roll was a Fumble, it becomes a standard failure. If it was a failure, you can reroll the Skill Test, but the result can’t be a Critical Success. Lead from the Rear You lead best from behind the front lines. At 3rd level, you can Issue a Command as a Free action if there are no enemies closer to you than any of your allies. Empty Gesture You can lull enemy forces into a false sense of security with a few well-placed words. At 6th level, as a Move action, you can attempt a Deception (Bluffing) Skill Test against the Willpower Defense of an enemy within 60 feet who can see you. On a success, the next attack you make against that target gains Edge. Each time you attempt to use this ability on the same target during the same scene, you suffer a cumulative ↓1. Dubious Tactics Whether you plan it or not, sometimes your strategies leave your allies a bit exposed. Upon reaching 10th level, when you Issue a Command, an ally can triple the bonus provided if they also accept a penalty you pick that lasts until the end of your next turn. Examples of penalties include: • –1 to all Defenses • –10ft to all their Movements • ↓1 to all Skill Tests not directly related to the command Arrogant Outrage You rail at the temerity of your enemies who try to manipulate you! At 17th level, attacks that target your Willpower or Cleverness suffer Snag. My Allies are My Shield You feel safer when surrounded by those whom you command. Until you need to flee, that is. At 20th level, you gain +1 to your Defenses for every ally within 30 feet. As a Free action, you can reduce this bonus by 1 to grant yourself an extra 10 feet of Movement. Tyrant Tyrant Field Commanders are a powerhouses of fear and physical threats, wielding others’ lack of courage or bravery with the efficacy of an Energon weapon. Essence Increase: Increase your Strength Essence by 1 at 1st level, and again at 10th level. Focus Skills: Train or specialize in one of these skills when your Focus gives you an Essence increase: Brawn, Conditioning, or Intimidation. TABLE 2–15: TYRANT FOCUS LEVEL PERK 1st Fearsome Voice 3rd Show of Force 6th Make an Example 10th No Excuses 17th One Last Chance 20th No Mercy! Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.
44 TRANSFORMERS ROLEPLAYING GAME Fearsome Voice Fear is just another weapon in your arsenal. You gain the following attack: Fearsome Voice (Intimidation vs. Willpower): Range 20ft/60ft (Stun 1); Critical Effect: Target is Frightened until the end of their next turn. This attack can only be used against a target that can currently hear your words and/or see your body language. Show of Force Others fear you more when they see how terrifying you are in combat. At 3rd level, you automatically add “Critical Effect: All enemies within 20ft are Frightened until the end of their next turn” to all of your Might-based attacks. Make an Example There is nothing you enjoy more than sending a shockwave of fear and terror through the ranks of the enemy after dispatching one of them. Upon reaching 6th level, after Defeating a creature, you can spend a Free action to immediately perform a special version of your Fearsome Voice attack that targets all foes within 30 feet of the Defeated creature with a single Skill Test. No Excuses Your fearsome reputation has spread throughout the ranks of your faction. At 10th level, when you Issue a Command, each of your allies can spend an Energon Point to double the bonus granted due to your command. One Last Chance No one fails you… more than once. When you reach 17th level, once per scene when an ally in the same scene as you and is acting on your orders (or orders that you are also following at the GM’s discretion) fails a Skill Test, they can reroll any of the dice involved. They must accept the second result. No Mercy! You command the battlefield with an unyielding grasp, and you will never let your enemies forget it. At 20th level, you gain Edge on any Skill Test that targets a Frightened, Impaired, or Stunned creature. If you would already have Edge on this roll, you can reroll any one die, but you must accept the second result. Gunner Firepower is often a Cybertronian’s best friend in a conflict, and the Gunner brings it in spades. Decepticon Gunners have itchy trigger fingers, figuratively speaking, and believe in the concept of overwhelming munition output, regardless of collateral damage. DECEPTICON EXAMPLES The following are examples of Decepticon Gunner characters: • Hailstorm • Quake • Thunderblast GALVATRON Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.
THE DECEPTICON DIRECTIVE 45 DECEPTICON CHARACTERS 2 REPLACEMENT PERKS Decepticon Gunners gain the following replacement Perks in place of certain Gunner Perks listed in the Transformers Roleplaying Game Core Rulebook. Nowhere to Run When you pour on the firepower, nothing in range of your weaponry is safe. At 9th level, when you take a Free action to aim, you can forgo the ↑1 bonus to instead ignore the Snag penalty imposed from firing a weapon beyond its normal range. If you would already ignore this penalty (such as through the Sharpshooter Focus’s Long Shot Perk), you gain Edge on the attack. You can still spend additional Free actions to gain up to ↑3 per turn. This replaces Worth a Shot. Nowhere to Hide You laugh at the meager protections that terrain might offer your foes. At 14th level, when you take a Free action to aim, you can forgo the ↑1 bonus to treat a target in total cover as having only normal cover. You can still spend additional Free actions to gain up to ↑3 per turn or use your Nowhere to Run Perk. This replaces Worth Another Shot. NEW GUNNER FOCUS OPTIONS Choose how your Gunner excels, picking either one of the two focuses presented in the Transformers Roleplaying Game Core Rulebook (Gunslinger or Sharpshooter) or one of these two new Gunner Focus options: Cannonade, a Gunner that focuses its efforts on projectile explosives and weaponry with areas of effect; and Triggerbot, a Gunner that tactically uses a single, heavier weapon. Cannonade Cannonade Gunners are masters of directing explosions and saturation bombing a foe with area of effect munitions. Essence Increase: Increase your Strength Essence by 1 at 1st level, and again at 10th level. Focus Skills: Train or specialize in one of these skills when your Focus gives you an Essence increase: Athletics, Brawn, or Intimidation. TABLE 2–16: CANNONADE FOCUS LEVEL PERK 1st Explosive Ammo 3rd Focused Blast 6th Tooled Munitions 10th Homing Shots 17th Backblast 20th Firestorm Explosive Ammo You are constantly reconfiguring your weapons to fire explosive munitions. As a Free action, you can spend an Energon Point to add an area of effect of a 10-foot-radius blast to a single ranged weapon or increase the existing radius of a weapon that deals damage in a blast by 5 feet. This effect lasts until you roll a Fumble with the weapon, at which point the altered ammunition runs out. THUNDERBLAST Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.
46 TRANSFORMERS ROLEPLAYING GAME Focused Blast By making some minor trajectory calculations and weapon modifications, you can focus an explosive weapon onto a single target for enhanced effects. Starting at 3rd level, you can choose to forgo a weapon’s blast area of effect to gain a ↑1 to the attack or to deal +1 damage with that weapon. Tooled Munitions Using advanced weapon science, you know how to adjust what kinds of payloads you can unleash upon the enemy. On reaching 6th level, you gain the ability to further adjust your weapon munitions. Whenever you use your Explosive Ammo Perk, you can also change the type of damage the weapon does to any kind of Element damage (in addition to adding or changing the area of effect). Homing Shots Many Cybertronians produce their own ammunition for their weapons. When you do so, you also infuse it with a tiny piece of your own Spark, giving you an instinctual command over their trajectories. At 10th level, you may reroll any single die that is part of a ranged attack using a weapon with the Consumable or Wrecker trait. Backblast Your rocket and missile launchers can be adjusted to roast anyone who gets too close to you when you are firing. Starting at 17th level, you can choose to reduce the range of any weapon that deals damage in a blast area of effect by half (round up). When you do so, all creatures within 5 feet of you when you attack with that weapon take 1 Fire damage unless the attack Fumbles, in which case you take the 1 Fire damage. Firestorm Converting your weapons to unleash a veritable swarm of projectiles, you can fill a remarkable area with devastation. At 20th level, you can spend an Energon Point as a Free action to further augment any weapon that you’ve already altered with your Explosive Ammo Perk. The next time you attack with this weapon, you triple the radius of its blast area of effect, though doing so ends the benefits of Explosive Ammo. Triggerbot Triggerbot Gunners focus their training and technological adjustments to a single, two-handed, heavy weapon. Essence Increase: Increase your Speed Essence by 1 at 1st level, and again at 10th level. Focus Skills: Train or specialize in one of these skills when your Focus gives you an Essence increase: Finesse, Initiative, or Targeting. TABLE 2–17: TRIGGERBOT FOCUS LEVEL PERK 1st Favorite Weapon 3rd Down the Barrel 6th Steady Firepower 10th Fast Tracking 17th Ricochet 20th Target-Rich Environment QUAKE Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.
THE DECEPTICON DIRECTIVE 47 DECEPTICON CHARACTERS 2 Favorite Weapon Your weapon of choice is like an old friend in your hands. You may have even given it a name. Choose any two-handed, non-Integrated, Targeting-based weapon without an area of effect to be your favorite weapon. When making attacks with your favorite weapon, you always gain ↑1. Down the Barrel You wield your weapon as an extension of yourself, and it shows. At 3rd level, you gain Edge on all Intimidation and Persuasion Skill Tests when you are wielding your favorite weapon. Steady Firepower As long as you keep laying on the trigger, your enemies find it harder to escape your blasts. Upon reaching 6th level, your attacks with your favorite weapon treat your targets’ Defenses as cumulatively 1 lower for each subsequent attack made against the same target. For example, if you have made two consecutive attacks at the same target, the third attack will treat the target’s Defenses as 2 lower, the fourth consecutive attack as 3 lower, and so on. Fast Tracking When you are ready, you can send powerful blasts between the ticks of the clock. At 10th level, any attack action you make with your favorite weapon as part of a Contingency action is made with Edge. Ricochet By altering the penetration levels of your weapon and taking expertly angled shots, you can make your weapon defy the laws of physics. At 17th level, once per turn when making an attack using your favorite weapon, you can angle your shot so it comes at your target unexpectedly. By taking a ↓1 penalty to the attack, you can target an enemy that you are aware of but don’t have line of sight on; if this attack hits, it deals 1 additional damage. Target-Rich Environment When you want to, you become a living turret of destruction. At 20th level, once per scene, you can spend a Story Point to make a single attack with your favorite weapon against every enemy within normal range. This requires all you to spend an entire turn’s worth of actions. Modemaster Pushing the limits of their T-cogs, the Decepticon Modemasters are Cybertronians with remarkable potential, whether it is taking on different Alt Modes to solve specific problems or becoming a veritable hive of stored Mini-Cons. DECEPTICON EXAMPLES The following are examples of Decepticon Modemaster characters: • Hexadeathimal • Sixshot • Soundwave REPLACEMENT PERKS Decepticon Modemasters gain the following replacement Perks in place of certain Modemaster Perks listed in the Transformers Roleplaying Game Core Rulebook. Cybertronian Perk Cog Flexibility: Your T-cog and other internal mechanisms are even more evolved than those of others with similar capabilities, likely from generations of forced alterations. You receive an additional Free action each turn, which can only be used to convert Modes or interact with Mini-Cons. This replaces Fully Hybrid. SOUNDWAVE Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.
48 TRANSFORMERS ROLEPLAYING GAME Offensive Conversion You keep your surroundings in mind as you convert Modes. Starting at 13th level, whenever you convert Modes as a Standard action, you are allowed to make a single attack after the conversion is complete as part of the process. This replaces Helical Spring. NEW MODEMASTER FOCUS OPTIONS Choose how your Modemaster excels, picking either one of the two focuses presented in the Transformers Roleplaying Game Core Rulebook (Microlinked or Triple Changer) or one of these two new Modemaster Focus options: Mimic, a Modemaster that collects numerous Alt Modes to better blend into any situation; and Minion Master, a Modemaster that focuses their efforts on augmenting their Mini-Con minions. Mimic Mimic Modemasters adopt many Alt Modes with many purposes, each one specializing in a certain utility. Essence Increase: Increase any one of your Essence Scores by 1 at 1st level, and again at 10th level. Focus Skills: Train or specialize in any one skill tied to the Essence Score you increased. TABLE 2–18: MIMIC FOCUS LEVEL PERK 1st Alt Mode Mimicry 3rd Flexible Switch 6th Imaginative Engineering 10th Alt Mode Mastery 17th Modify Defense 20th Ultimate Utility Alt Mode Mimicry You have expanded your Alt Mode capabilities. You gain two additional Alt Modes. Choose two chassis tied to different Origins. You gain the Alt Mode benefits of those Chassis as a second and third choice when you convert. You cannot choose a chassis whose Alt Mode Size is two Size Classes larger than the Alt Mode Size of your original chassis. When a rule mentions “your Alt Mode,” assume it applies to only one of your Alt Modes, either your current Alt Mode, or the Alt Mode of your choice if you’re in Bot Mode when the rule comes into play. When you gain a Perk that applies to an Alt Mode, you must choose which Alt Mode it applies to when you gain the Perk and make note of it. Flexible Switch You know how to modify your T-cog to help you convert quickly between Alt Modes. At 3rd level, you gain the benefits of the Quick Change General Perk that applies only to a conversion sequence from one Alt Mode to another. You can spend 10 minutes outside of combat to alter which two of your Alt Modes this Perk applies to; this benefit lasts until you change it by spending another 10 minutes. Imaginative Engineering Your body’s internal capabilities are remarkable, to say the least. Upon reaching 6th level, you can force your body parts into a variety of necessary shapes and sizes to perform different tasks. The first time each round you spend an Energon Point to gain ↑1 on a Skill Test, you gain ↑2 instead. Alt Mode Mastery You have evolved fully into one of the famed “sixchangers.” At 10th level, expand your Alt Mode library by selecting a fourth and a fifth Alt Mode. This follows all the same rules and limitations as the Alt Mode Mimicry Role Perk. Modify Defense Subtle shifts in your external chassis can make you difficult to injure. Upon reaching 17th level, you learn how to adjust your physical Defense Values. As a Free action, you may subtract up to 5 points from either your Toughness or Evasion Defense and add the same amount to the other Defense’s value. This modification lasts until you convert into any other Mode from your current one. For example, Sixshot is currently in his armored carrier Alt Mode and wants to weather the effects of a raging forest fire. He subtracts 3 points from his current Evasion to add 3 points to his Toughness Defense; these altered values last until he is done driving through the blaze, converting into his wolf Alt Mode to attack the Autobots trying to put the fires out! Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.