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Decepticon Book for private players

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Published by Private, 2024-06-21 17:50:39

RPG - DD

Decepticon Book for private players

THE DECEPTICON DIRECTIVE 99 DECEPTICON CAMPAIGNS 4 Cybertron’s Lowest Levels Cybertron has always been physically segmented by the different layers of construction of its enormous metallic body. Like the layers of an onion, Cybertron can be metaphorically peeled back to reveal its many levels. These levels might be easily accessed via transport, but sociopolitical movement is much more difficult. The deeper you go toward Cybertron’s core, the ratio of labor and poverty to affluence and privilege dips heavily toward the former. It is on those lowest levels that the Decepticon movement began, starting as disgruntled whispers and conversations and evolving into secret plans for revolt and revolution. Using the planet’s own core as the fuel for the foundries and fabrication facilities made sense to early planetary engineers, but this required massive amounts of hard labor and long, arduous hours. Out of practicality came social disparity, and this is what eventually churned up enough distrust, anger, and envy to forge the first Decepticons. Even after generations of civil war, the lowest levels of Cybertron remain a ripe breeding ground for new Decepticon recruits. When life is slaving away over sweltering furnaces, it does not take much prodding to stoke some anger about the bots who live in the heights, enjoying the fruits of the hard work. Pro-Decepticon graffiti marks most of the structures on these levels. Throngs of faction members come together into informal packs, and it can be downright dangerous to wear the Autobot insignia on some of those twisting paths. PLOT SEEDS Here are a few ideas to inspire adventures in this location: • It is time for a recruitment sweep in the foundry levels, and the Conclave has decided to use a team of bots that have worked well together before. There has been some anti-Decepticon gang activity popping up, and Soundwave believes there are Autobot rabble-rousers in their midst. Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.


100 TRANSFORMERS ROLEPLAYING GAME • Refined and processed Energon is rarely unclaimed in these levels, and a shipment is being moved through a very dangerous part of the sprawl. Those cubes need to be in Decepticon hands, by any means necessary. • One of the most prolific armory fabricators, a supplier of Decepticon weaponry, has suddenly closed its doors. Someone has ordered this closure, someone who lives in higher levels, and they need to have their minds forcibly changed. Cybertron’s The Pits Any bot can try to make their mark and be the next champion of Cybertron’s illegal fighting arenas, the Pits. These sprawling, hellish rust ruts are home to some of the toughest, most violent Cybertronians the planet has ever known. Megatron is the most famous among them. There are several types of fights that take place each cycle, ranging from lighter chassis warriors battling against alien beasts all the way up to brutal soldiers trying to take down the Pit champions. This is where Megatron grew strong and skilled enough to rise up and stand against the oppressive Primes in their chromium towers. While anyone is welcome to try to scrape together some shanix or Energon stores with a fight here or there, the community surrounding the Pits is a testament to and spotlight on the Decepticon mentality: the strongest survive and deserve to thrive. For most, being sent to or finding oneself needing to fight in the Pits is the end, where a few days of pain and destruction is the only thing on the menu. It is described as a living hell by Cybertron’s elite, but like making a deal with the proverbial devil, some find fame, fortune, and power worth risking Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.


THE DECEPTICON DIRECTIVE 101 DECEPTICON CAMPAIGNS 4 their Spark. There is an unwritten rule upheld and enforced by the locals that anyone is welcome to the Pits, and if they are willing to risk their grille in even just one fight, they are protected in the streets and alleys here. GAINING INFLUENCE IN THE PITS Any bot willing to potentially hurl themselves in the Pits may enjoy the wealth, reputation, and influence that success brings. This takes a combination of both fighting skill and crowd appreciation. To acquire gains from the Pits, a character must first spend a Story Point and at least one entire day participating in fights. The player then chooses from Athletics, Brawn, Finesse, or Might as the skill their character is using to compete with and rolls against a DIF based on how much of a risk they are willing to take, shown on the table below. SKILL DIFFICULTY FAILURE COSTS REWARDS ON SUCCESS DIF 8 2 Energon Points 1 Limited Armor/ Weapon Upgrade DIF 12 2 Energon Points and 1 Health 1 Limited Weapon DIF 16 Energon Points are Halved and 2 Health 1 Restricted Armor/ Weapon Upgrade DIF 20 Energon Points are Halved and 3 Health 1 Restricted Weapon Whether or not the fighter’s initial Skill Test is successful, the character may then attempt to win over the crowd with a Performance Skill Test at an equal DIF. If that is successful, the character regains their spent Story Point. If they fail or Fumble, however, they suffer Snag on all Social-based skill tests on Cybertron for the next 24 hours. PLOT SEEDS Here are a few ideas to inspire adventures in this location: • The first champion to wear three different mantles of victory is being celebrated throughout the Pits, and Megatron wants the characters to set up a private audience with this title holder to invite her to join the Decepticons. The only trouble is, she talks only to fellow Pit fighters. • Bludgeon, an Autobot master of Metallikato, has been seen fighting in the Pits under an alias. He obviously has some reason for being so secretive, and it would be wise for the Decepticons to find out what that is. They can’t come at him in the Pits unless it is a sanctioned fight, which could be a big mistake. Dark Side of Earth’s Moon Hidden away beneath the craters of Earth’s only moon is a modestly sized, connected web of camouflaged domes and barracks which Starscream chose to be his hideout whenever he or his Seekers needed to flee from Earth but weren’t quite ready to face Megatron’s wrath. The moon base is the Decepticon version of an airfield, with a fully operational and well-stocked repair and refueling center connected to all ports. All Decepticons are welcome at the moon base, but Seekers, including the troublemaking Rainmakers, seem to have a greater level of access across the location. After the fall of Unicron however, Starscream maintained a wary distance between his Seekers and Cyclonus’s spacefaring Sweeps. It is rare to see anyone outside of Starscream’s divisions at the moon base, especially anyone with more authority than he has within the faction. PLOT SEEDS Here are a few ideas to inspire adventures in this location: • Starscream invites a select number of Decepticons who were vouched for by his Seekers up to his moon base. They say he is planning to unveil some new weapon to use against the Autobots, but no one from Megatron’s inner circle has been asked to attend and everyone else is sworn to secrecy. • Earthlings have stumbled onto the perimeter of the moon base, but these aren’t common astronauts. They seem to be military soldiers in advanced space suits. Who knows why they are here and what they will do when they encounter their first Decepticons? Earth Crash Sites (Nemesis, Victory I) Cybertronian starships, especially those large enough to start new colonies or serve as a populated headquarters, weren’t designed to land carefully on a planet like Earth. This is especially Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.


102 TRANSFORMERS ROLEPLAYING GAME true for the titanic warships like Megatron’s Nemesis, and its partnered vessel, the Victory I. After the Nemesis followed Optimus Prime’s Ark into a spiraling crash that planted the Decepticon warship on a rocky cliffside in South America, Megatron and his closest cohorts used the secluded site as their Earthbound headquarters for a long while. In a dark parallel of the Autobots and their Ark headquarters, the Nemesis became the epicenter of Megatron’s invasion of Earth. When Shockwave and a few others were ready to try to return to Cybertron, possibly for reinforcements for the ongoing battle for the humans’ planet, they began to assemble a return vessel. With the help of the Constructicons, the Decepticons cannibalized the unused portions of the Nemesis while fabricating the parts they needed from Earth materials, substandard as they might be. They put together a sister ship of Megatron’s vessel, calling it the Victory I. The Victory I’s maiden voyage ended due to Autobot sabotage from within, causing the ship to careen into the waters off the coast of Mexico. Built to withstand particle cannon blasts and the relentless pressure of re-entry, the ship survived the crash and came to rest on the ocean floor, where it remains as a hidden, underwater Decepticon base. There has been talk amongst the faction of building a Victory II, but if the project has truly begun, no one has made much progress. Such an endeavor is increasingly unlikely due to the advanced uses of spacebridging and unspace that have been made available to both factions in recent years. PLOT SEEDS Here are a few ideas to inspire adventures in this location: • Parts from captured Cybertronian vessels are frequently being cannibalized to augment the crash sites. A small, parts-laden shuttle has been pinged in low orbit. It is time to lay claim to and bring it to the Nemesis to keep working on the upgrades needed there. • The ferro-magnetic seals on the Victory I are having a major glitch, sealing everyone inside the ship. While the Decepticons on board, including the player characters, are trying to figure out how to get back out again, water begins to seep in. Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.


THE DECEPTICON DIRECTIVE 103 DECEPTICON CAMPAIGNS 4 Earth’s Stratosiphon Platforms To harness upper atmospheric energy particles and condense them into usable Energon, the Decepticons built a small but advanced low-orbit platform Shockwave designated a stratosiphon. Not terribly efficient, the first version of the project emitted horrible pollutants despite only marginal Energon production. It was this reckless environmental endangerment that put the platform in the Autobots’ sights, and it was not long before the whole thing was sent crashing down into the glacial waters below. Even though the first stratosiphon platform was destroyed, the concept itself was sound enough for Shockwave and other Decepticons to try to build others. It was debated that the first platform’s inefficiency came from its location too near Earth’s equator, and that perhaps a more useful location would be in a place with a thinner ozone buffer, like closer to either of the poles. Whether or not these new platforms are ever built and launched is only a matter of time, as Shockwave is never one to give up on what he believes to be a good idea. STRATOSIPHON PRODUCTIVITY Should characters gain access to a functioning stratosiphon platform, the central collection point of the facility creates roughly one standard Energon cube (2 Energon Points) every 6 hours of operation and can store up to 27 cubes in a 3-by-3-by-3 stack in a storage vault in its center spindle. It is possible to speed up the process or potentially alter it to produce alternate kinds of Energon with extended uses of the Technology skill. It would ultimately be up to the GM to determine how difficult that might be, and if it would have any unexpected environmental impacts or side-effects. PLOT SEEDS Here are a few ideas to inspire adventures in this location: • A new platform is about to go online, but there are signs of incoming Autobot interference. Someone must scour the local area for their meddling and stamp it out before the installation can be switched on successfully. • A secret stratosiphon platform is suddenly coated with alien microbes that devour Energon and produce an oxidizing waste that will slowly corrode the entire structure if it is not taken care of. Shockwave has a chemical weapon to use against the infestation, but he needs brave (or gullible) bots to go and use it. Lucifer Considered one of the most well-defended Decepticon planetary colonies, Lucifer is a selfsufficient and substantially equipped producer of drones, ships, weapons, and anything else the faction STRAXUS Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.


104 TRANSFORMERS ROLEPLAYING GAME calls for. Lucifer is protected by numerous flak cannon towers, anti-intrusion barricades, and several drone barracks. The colony also boasts two functioning starports, a spacebridge platform, multiple dedicated research facilities, and several fabrication foundries. Able to push away any trespass, the area has been used for generations to build up special projects requested by Megatron and the Conclave members, some of which have had surprising results. The entire colony is managed by the Lord High Governor Straxus, a sadistic enforcer that enjoys little more than ignoring the pleas of his victims. Under Straxus’s watchful eyes, the advancement of antimatter weaponry has come a long way for the Decepticons, as has the availability of armor upgrades. Nothing stands out as much as the success story that is Nemesis Prime, one of Lucifer’s greatest achievements. PLOT SEEDS Here are a few ideas to inspire adventures in this location: • Lord High Governor Straxus needs a team of capable but expendable Decepticons to wear a set of experimental force-field-based armor matrices and some monitoring equipment into battle. All they need to do take some enemy fire and hope the upgrades function as intended. • Nemesis Prime has been glitchy as of late, and Straxus wants him to return to Lucifer for necessary diagnostics and potential upgrades. However, the Lord High Governor wants him to have a full escort, with stasis cuffs on hand, just in case this is more serious than anyone understands. LV-117 A bio-sampling test world first used by Quintessons, then later by Shockwave and the Decepticon science division, LV-117 is an interesting planet that has somehow gotten unstuck from the normal flow of linear time. Like a comet whose orbit might take it in and out of known space, LV-117 ducks in and out of the timestream. Nearly impossible to track or predict, those who know about this place always keep one probe or deep space sensor on the Lenocinium Velnero System, ready to pounce when LV-117 suddenly appears. Home to an unnamed species of natural shapechangers, the biosphere of LV-117 feels ancient and contains many predators. Chief among them are the titanic reptilian chaosteros whose scales are as hard as metal, the burrowing arachnosaur and its ability to sense energy signatures, and a strain of corrosive bacteria that can break down anything. Nearly everything on the planet is trying to kill and devour everything else, with little to no exception. Quintessons became aware of this on first probing the planet, hoping that their mechanoid explorers would be able to come and go as they pleased without triggering the carnivorous instincts of the beasts, but they were wrong. The beasts were ready to pounce on anything that moves, often tearing it to shreds before realizing it isn’t edible. Between LV-117’s temporal instability and the fact that everything on the surface is potentially deadly, why do Decepticons continue risking it all to explore the place? Energon. Massive amounts of solid-state and primal Energon. In addition to these resources, the planet’s unique lack of temporal anchoring makes it an attractive location for studies on time travel and other related sciences, if someone is lucky enough to get off and on before it slides back out of synch with our timeline once more! ENERGON EXCESS Someone with the right equipment could find and extract large amounts of solid-state or primal Energon rather easily on LV-117. All Alertness and Technology Skill Tests used to find and extract Energon on LV-117 gain ↑2. TEMPORAL SLIDE LV-117 exists in the normal flow of time for a random amount of time. To determine how long before the planet disappears again, roll 1d12 minutes, 1d10 hours, 1d8 days, 1d6 weeks, 1d4 months, and 1d2 years, in that order. Stop rolling if the same digit is rolled. This gives a minimum possible result of 1 hour and 1 minute (1 on both the d12 and d10) and a maximum length of 2 years, 5 months, 3 weeks, 1 day, 10 hours, and 12 minutes! Unless the visit is truly just a blink, there is always a period to give everyone a chance to flee before they are lost in time and space. Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.


THE DECEPTICON DIRECTIVE 105 DECEPTICON CAMPAIGNS 4 PLOT SEEDS Here are a few ideas to inspire adventures in this location: • LV-117 has reappeared once more, which is always worth investigating, but this time it has become more of a priority. Soundwave has just received partially scrambled communications from the surface of the planet with a signature that matches Jhiaxus, a Decepticon thought long-lost to the wars. • Mindwipe is trying to use temporal shifts and chronomantic energies to summon ancient Cybertronians to fight for the Decepticons. He requires a team of risk-taking volunteers to take some of his devices down to the planet to collect readings, but the equipment will need to be protected from the local fauna. New Cybertron Citadels The first attempt of Decepticons to openly co-opt an Earth-based settlement took place beneath New York City, where the Constructicons took over the city’s renewal and renovation programs to design and implement the creation of a metropolitan citadel called New Cybertron. When this first New Cybertron citadel replaced the Empire State Building, the Autobots were immediately alerted and made it their priority to stop the Decepticons from going further. They even faced off against the mighty Devastator in the process. Once victorious, the Autobots devoted their time and energy to the restoration of the New York City skyline, putting things back the way they were. Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.


106 TRANSFORMERS ROLEPLAYING GAME That was not the end of the New Cybertron concept, however. Several sections of New Cybertron I are now hidden away in the city’s old subway tunnels and in subterranean caves beneath New York Bay. There were also a handful of other attempts made around the planet, as the Decepticons haven’t given up on changing pockets of Earth to be more like their home world. New Cybertron II is tucked away in the Amazon River Valley and is notorious for its high Insecticon, Sharkticon, and Allicon populations. New Cybertron III is a half-baked concept that uses the storms near the Bermuda Isles to collect Energon, but which also make it difficult to steadily populate. New Cybertron IV, a drilling complex built by the Seacons beneath the ice of the Arctic Circle, has most recently grown in Decepticon popularity due to its remote location. Still far from converting Earth to a fully formed version of Cybertron, these homage citadels are just a hint toward what Megatron would do to humanity’s home if given the chance. JUNKION Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.


THE DECEPTICON DIRECTIVE 107 DECEPTICON CAMPAIGNS 4 PLOT SEEDS Here are a few ideas to inspire adventures in this location: • Some of the less-militant Decepticons living in New Cybertron I have been discussing creating a local form of governing laws beyond those passed down from Megatron and the Conclave. It isn’t very Decepticon of them and they should be investigated! • Something has gotten into the Energon stores of New Cybertron II, and the more animalistic Decepticons living there are regressing to their less civilized natures. Someone needs to figure out why this is happening and either stop it or weaponize it. • Snaptrap and his team have located something truly wondrous frozen deep under the polar ice cap near New Cybertron IV, an enormous aquatic Dinobot in centuries-old hibernation. He knows that he could turn her over to the faction’s causes if they can free her, but she is so close to the city’s resources, Snaptrap needs brilliant engineers with tight lips to devise how to do it safely. New Kaon New Kaon claims to be the capital world of the Decepticon Empire, so called by all of the refugees from a post-Unicron Cybertron. Those who couldn’t manage to stay to rebuild the home world fled to New Kaon on starships and through the functioning spacebridge platforms to the metallic spires and pollution of this city-planet. Founded as an Energonextraction site, the colony was originally just another resource rich rock on the outer rim. The move to New Kaon started immediately after the disappearance of Megatron. Ever loyal, Blitzwing called as many Decepticons to the growing Cybertronian-styled community on the planet as would answer. The goal was to hold a massive wake and memorial service for the Decepticon hero and warlord, but Unicron’s attack on Cybertron turned that invite into a survival roadmap for soon-to-be refugees. Streams of drones and surviving Decepticons came together and built up the expanding colony into a fully formed Cybertronian complex. Styled to resemble the lower levels of Cybertron, but with more accessibility to resources, New Kaon City is everything most Decepticons want. PLOT SEEDS Here are a few ideas to inspire adventures in this location: • Someone has defaced the Megatron memorial statue in Sparkfell Park, and although it doesn’t get as many visitors as it first did when Blitzwing erected it, many Decepticons still come to it for inspiration. It needs to be repaired and cleaned up, with the culprits brought to very public justice. • An empty shuttle was discovered outside of the primary city limits with no signs of crew, and its navigational information all scrubbed from its records. This means that someone came to New Kaon in secret, left behind their potential mode of escape, and erased their tracks—a recipe for impending trouble to be sure. Planet of Junk (Junkion) A planet-sized garbage dump, scrapyard, and recycling facility, the Planet of Junk—commonly called Junk or Junkion—is a unique world that was created eons ago in the time of the first Primes. Junkion has an above-average gravitational pull and magnetic force that attracts debris to its hilly surface and holds it there. This perfect combination of dynamic natural forces alerted early Cybertronians to the planet’s presence and utility. They sent an entire ship full of technicians and foundry workers to the surface to colonize it. Generations passed, the Junkion colonists evolved, and the planet became the single most famous collection and dumping site in known space. If you had materials you couldn’t repurpose on your own, you could load it up in a star hauler, and drop it off. The Junkions would take care of it. Despite being led by an honorary Autobot named Wreck-Gar, the Junkions maintain their collective neutrality in the faction war. Anyone willing to come to their planet can enjoy their quirky hospitality while navigating the nigh limitless collections of spare parts, broken resources, or other material assets. On the Planet of Junk there is one universal rule: if you resort to violence, expect it to be judged, recycled, and returned to you in kind. JUNKION SALVAGE Characters ending up on Junkion who are willing to simply spend enough time and get help from the Junkions can use detection equipment and their Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.


108 TRANSFORMERS ROLEPLAYING GAME Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.


THE DECEPTICON DIRECTIVE 109 DECEPTICON CAMPAIGNS 4 Alertness skill to find useful supplies, spare parts, and technological materials. Anything salvaged from Junkion has a chance of being too far damaged or suffer from post-recycling molecular fatigue to be truly useful; if the first use of an untested item or material acquired from Junkion is a failure, it is considered to have completely broken down and the result is turned into a Fumble. PLOT SEEDS Here are a few ideas to inspire adventures in this location: • Wreck-Gar, despite being labelled an Autobot, keeps ties with Decepticons able to stay civil in neutral territories like Junkion. The leader invites groups from both sides to discuss new salvage opportunities on the planet. It should be a remarkable and exciting get-together if nothing else. • Rumble, as a prank, slapped a pair of stasis cuffs on Frenzy and shoved him in a waste compactor. Unfortunately, it was a compactor headed to Junkion for drop-off! Now the Mini-Con needs someone to go help get his cohort before Soundwave realizes what has happened and Rumble suffers the consequences! • The Tremorcons need massive amounts of metal to test their new weapons on but know the Junkions are unlikely to accept wanton destruction on their grounds. And this surely will not be a subtle weapons test in any definition of the word. Quintessa and New Quintessa The Quintesson home world isn’t exactly a Decepticon territory as much as it is “Decepticontolerant.” Quintessa isn’t a natural planetoid, but more like a planet-sized space station or massive starship. It has a warped, metallic surface, deep pits filled with lubricant or coolant pools, and wavy attached rings that in no way aid in the planet’s gravitation. From within this bent and unique planet, the Quintessons plan, scheme, and test a myriad of different scientific theories. The Decepticons have, on many occasions, made shady deals with the Quintessons, trading prisoners for experimentation, and bargaining for the acquisition of Sharkticon and Allicon drones for their own sinister uses. This is how Quintessa, and its replacement of New Quintessa, have become known to be somewhat accepting of Decepticon visitors. Those who come to see the Quintessons should have something to barter or exchange for their attention, patience, and tolerance; those who expect otherwise are sure to find themselves part of an unexpected experiment or at the bottom of a Sharkticon feeding pit! PLOT SEEDS Here are a few ideas to inspire adventures in this location: • Hun-Gurrr wants to stock up on some newer Allicon and Sharkticon drones, so he is making a trip to Quintessa to make a deal with one of the Quintesson scientists. Why this monster needs an escort is unknown, but the PCs have been chosen for the duty. • The name “Mirdane” is being whispered in Decepticon circles. This infamous individual among the normally mysterious Quintessons might be behind several strange schemes. Why has Mirdane resurfaced on Quintessa right now is unknown, but it points to something big happening. Styx, Prison Moon of Charon The coldest and most distant moon of the dense and turbulent gas giant Charon, Styx is where the villains send their antagonists. It is a frozen shell of a satellite that is home the harshest and most intimidating Decepticon penal colony. Structurally speaking, the facility itself is an impregnable prison that runs on a series of automated advanced computing programs, relying on a drone-heavy skeleton crew trained by the Cybertron Guard to make any on-the-spot decisions or adjustments to the daily activities of the incarcerated. Only those the Decepticons deem the worst of the worst are sent to Styx. Wartime traitors, public cowards, political saboteurs, and anyone thought to be too dangerous to simply suffer demotion are stored in cryogenic cells, awaiting their final judgment from the Conclave. These rulings are handed down through the staff, with no pattern or precedent. Inmates include coup organizers who have been sentenced to a hundred cycles of hard labor, political enemies that have their energy storage capacitors bricked to provide the bare minimum, and front-line soldiers accused Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.


110 TRANSFORMERS ROLEPLAYING GAME of running away from battle who have been re-engineered to be little more than walking, mindless weapons. With such inhabitants, there is no question as to which Decepticons are chosen to work at the Styx facility. Disagreeable, yet still capable, Decepticons like Gutcruncher, Fang, and Horri-Bull are chosen to spend some cycles working these frozen halls, but no one really enjoys their assignment here. PLOT SEEDS Here are a few ideas to inspire adventures in this location: • A dangerously powerful prisoner has been sentenced to rust away in the bowels of Styx, and Soundwave has offered a small fortune to the crew brave enough to strap her in and take her out to the prison moon. It will be a dangerous journey, especially once the prisoner starts to explain her actions, for she can be quite persuasive when she needs to be… • Word has been leaked that several prisoners are planning a once-in-an-era prison break during the next planetary eclipse in 6 days. The guards have been told to use lethal force to deal with any uprisings, but if a small group of agents could be inserted in the prison populace to dissuade them, a lot of bots could be saved from wanton destruction. The Unicron Singularity Known to be the twin brother of the other Cybertronian demigod of creation, Primus, Unicron (also called the Unicron Singularity by atheistic scholars) has served as the celestial bogeyman for Cybertronians for as long as there has been recorded history. Contained within a massive, moon-like shell of the pure proto-matter, the spherical legend has lumbered through the cosmos in an erratic, irregular pattern for eons. As the Lord of Chaos, the All-Consuming Entity of the End, and the deified embodiment of entropy, the Unicron Singularity moves through space, occasionally crossing paths with another celestial body. When that happens, the singularity’s shell opens and draws the unfortunate victim into a whirlwind of destruction. This is why Unicron is so feared; he is the literal devourer of planets. Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.


THE DECEPTICON DIRECTIVE 111 DECEPTICON CAMPAIGNS 4 For as long as Cybertronians can remember, there have been those who see Unicron as a force for necessary change and ancient power and a force to be worshipped. These devoted Followers of the Word of Unicron believe through his consumption and processing, the worthy can enter into a new era. This philosophy is more popular amongst Decepticons, but there are a few Autobots that understand the deification of the metamorphosis, and the Word of Unicron has gotten quite popular among Junkion scavengers. Legend became reality when the Unicron Singularity took aim at Cybertron itself, fulfilling several different prophecies. When he arrived, the booming voice of Unicron condemned the world to his hunger and converted into a truly titanic robotic shape that began the assault, disassembly, and consumption of Cybertron. There was a great and epic battle with the demigod and, although Decepticons, Autobots, and everyone in between suffered tremendous losses, Unicron was defeated. His body torn apart and sent careening off in every direction, the singularity at Unicron’s heart—his immensely powerful Spark, some say—dissipated on the stellar winds. The threat was defeated, bringing about a temporary period of reconstructive growth and an all-too-brief moment of peace between the factions while Cybertron picked up the pieces, but it would not be long before a newly empowered Galvatron would aim his Decepticons at the Autobots once more. THE RUINS OF UNICRON After his spectacular and epic destruction during his apocalyptic assault on Cybertron, the broken and severed head of Unicron’s physical form now floats in a wide, elliptical orbit around the planet like a terrifying horned moon or space station. While there seems to be nothing left of the demigod’s titanic Spark, his devout Followers still revere the remains, what it once was, and the powers it still seems to give to them. It is this remaining connection in their minds that make them firmly believe Unicron will eventually return. RITES OF THE ALL-CONSUMING The most zealous and devoted followers of the Way of Unicron can learn many ancient Cybertronian techno-rituals rooted in the demigod’s legendary transformative powers. For every Skill Rank in the Culture skill, a Follower with the Word of Unicron General Perk (see page 67) gains the Rite associated with the die of that Skill Rank. • Eat the Weak (+d2): The Follower may attempt a Culture Skill Test versus a target’s Willpower Defense to remove the Addicted (Dark Energon) Hang-Up from that target. This takes 10 minutes. • Distill His Essence (+d4): Once per day in a ritual that takes 10 minutes, the Follower can turn 2 standard Energon Points into 1 Dark Energon Point. • See Through Him (+d6): The Follower gains Edge on Alertness Skill Tests while under the influence of Dark Energon. • Grant His Hunger (+d8): As a Standard action, the Follower may touch a target and attempt a Culture Skill Test against the target’s Cleverness Defense. On a success, the target loses 1d2 Energon Points (or takes 1d2 damage to a random Essence Score). • Champion His Way (+d10): The Follower gains a +2 bonus to all Defenses while under the influence of Dark Energon. • In His Image (+d12): In a ritual that takes 1 hour, the Follower can attempt a Culture Skill Test against a Defeated target’s Toughness Defense (ignoring armor bonuses) to exchange one or more of the target’s Hang-Ups with an equal number of Hang-Ups of the Follower’s choice and design. The target undergoes significant physical changes at the end of the ritual, and this rite may only be successful on any given target once. PLOT SEEDS Here are a few ideas to inspire adventures in this location: • During a time before Unicron’s defeat, a major Energon-producing planet in Decepticon territory lies directly in the demigod’s path. Shockwave is putting together several teams to grab as much Energon from the planet as possible before it is utterly devoured. • There might still be some important or useful technology found inside the Ruins of Unicron, but it would take a significant amount of bravery to venture within that floating head, and even more so to salvage from it! 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 113 In a Decepticon campaign, where your one-time ally is one ugly mission away from being your next rival, a thin line separates friends from enemies. This chapter presents stat blocks for Autobot and Cybertronian civilian characters as well as some alien life forms that have gotten caught up with the Decepticons before, whether you’re looking for opponents in combat or want to populate your campaigns with a variety of characters. CHAPTER 5 THREATS Cybertronian Features Autobot and Decepticon player characters have immunity to carbon-based diseases but can be affected by Electromagnetic damage and viruses that affect machines, as noted in the For the Allspark! and Hail Megatron! Perks. However, the stat blocks for Decepticons and unaligned Cybertronians featured in the Transformers Roleplaying Game Core Rulebook make no mention of these resistances and weaknesses. Those Threats and NPCs, including all the Cybertronian characters presented in this chapter, should be considered to have the features listed above by default. Other mechanoid Threats, such as Catharsians and Gorlamites, list appropriate immunities and weaknesses. TABLE 5–1: THREATS BY THREAT LEVEL THREAT LEVEL THREAT THREAT LEVEL THREAT 1 Autobot Soldier 7 Whirl 1 Cybertronian Courier 8 Hot Rod 2 Autobot Rescue Agent 10 Sideswipe 2 Cybertronian Bureaucrat 10 Sunstreaker 2 Cybertronian Laborer 10 Windblade 2 Nebulan 11 Cliffjumper 2 Sharkticon Drone 12 Arcee 3 Autobot Infiltrator 12 Bumblebee 3 Eject 12 Hound 3 Eurythman 12 Prowl 3 Probat 13 Bulkhead 3 Rewind 13 Wreck-Gar 3 Steeljaw 14 Jazz 4 Catharsian 14 Kup 4 Gorlamite 15 Jetfire 4 Ramhorn 15 Ratchet 4 Rollbar 16 Blaster 4 Wheelie 16 Perceptor 5 Autobot Racer 17 Ironhide 5 Quintesson 19 Grimlock 6 Collective Brute 22 Optimus Prime 6 Mirage 25 Omega Supreme Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.


114 TRANSFORMERS ROLEPLAYING GAME Alien Life Forms CATHARSIAN These bipedal mechanoids are similar in size and makeup to Cybertronians, but they lack T-cogs and the Sparks required to use them. They are inorganic beings capable of all the same things a Cybertronian is, yet they cannot convert and don’t have an Alt Mode. Many are curious about other mechanoid life forms, and often do whatever they can to spend time with Cybertronians. THREAT LEVEL: 4 SIZE: Large HEALTH: 5 MOVEMENT: 35ft Ground STRENGTH: 5 SPEED: 3 SMARTS: 3 SOCIAL: 3 TOUGHNESS: 16 EVASION: 13 WILLPOWER: 13 CLEVERNESS: 13 SKILLS • Alertness +d2 • Athletics +d2 • Brawn +d4 • Conditioning +1 • Culture +d2 • Driving +d2 • Initiative +d2 • Might +d2 • Persuasion +d2 • Streetwise +d4 • Targeting +d2 • Technology +d2 • Languages: Catharsian, Cybertronian, one local language PERKS Focused Assault: Catharsians are used to targeting something with repeated attacks, making sure they stay down when they go down. When a Catharsian gets a Critical Success on an attack, they may immediately make another attack on the same target, if possible. Mechanoid: While not Cybertronian, Catharsians are still mechanoid beings. They are immune to carbon-based diseases but can be affected by Electromagnetic damage and viruses that affect machines. ATTACKS Particle Gun (Targeting): +d2, Range 60ft/150ft (1 Energy damage) Hands: 1 Traits: Computerized, Energy Unarmed Combat (Might): +d2, Reach (Stun 1) Alternate Effects: 1 Blunt damage (↓1), Maneuver (↓1) Traits: Martial Arts, Silent GEAR Armor: Light plating (+1 plating to Toughness) Weapons: Particle gun Other: Limited Repair Kit HANG-UPS Something to Prove: Due to being seen as somehow lesser beings when compared to Cybertronians, Catharsians have huge chips on their shoulders. In any scene where their perceived shortcomings are highlighted or openly stated, a Catharsian suffers Snag on their first Skill Test after that interaction. Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.


THE DECEPTICON DIRECTIVE 115 THREATS 5 COLLECTIVE BRUTE These enormous, green-skinned aliens have thick muscles and bones as dense as steel. Early forerunners of the species were taken as specimens by The Collective eons ago. Now they are found across the galaxy, many hiring themselves out as mercenaries, like the troublemakers Codder and Garnak. THREAT LEVEL: 6 SIZE: Huge HEALTH: 8 MOVEMENT: 35ft Ground STRENGTH: 8 SPEED: 3 SMARTS: 3 SOCIAL: 4 TOUGHNESS: 19 EVASION: 13 WILLPOWER: 13 CLEVERNESS: 14 SKILLS • Alertness +d2 • Animal Handling +d4 • Athletics +d4 • Brawn +d2 • Conditioning +1 • Initiative +d2 • Intimidation +d4 • Might +d4 • Streetwise +d4 • Survival +d4 • Targeting +d4 • Languages: Universal Interac, two spacefaring languages PERKS Brute Frame: Collective Brutes are bred of dense stuff, doubling all Health bonuses they receive from the Conditioning skill and gain ↑2 to all Brawn Skill Tests. Puissance: Skilled in many forms of combat, Collective Brutes treat all their attack Skill Tests as if Specialized. ATTACKS Close Combat Heavy Blade (Might): +d4*, Reach (1 Sharp damage) Alternate Effects: 2 Sharp damage (2 hands) Hands: 1 or 2 Traits: Silent, Versatile Heavy Pistol (Targeting): +d4*, Range 25ft/80ft (2 Sharp damage) Hands: 1 Upgrades: Deadly Traits: Ballistic Shotgun (Targeting): +d4*, Range 20ft/60ft (1 Sharp damage—Multiple (2) Targets [15ft cone]) Hands: 2 Traits: Ballistic, Reload Unarmed Combat (Might): +d4*, Reach (Stun 1) Alternate Effects: 1 Blunt damage (↓1), Maneuver (↓1) Traits: Martial Arts, Silent GEAR Armor: Simple metallic straps (+1 deflective to Toughness) Weapons: Close combat heavy blade, heavy pistol (blaster with Deadly upgrade), shotgun HANG-UPS Loyal: Collective Brutes have served as contractors and employees for generations, and it has become a natural part of their lives. Allies’ Deception and Persuasion Skill Tests that target them gain ↑1. GARNAK Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.


116 TRANSFORMERS ROLEPLAYING GAME EURYTHMAN Mammalian aliens resembling the elves of Earth folklore, Eurythmans are an advanced society of music and sound-based technologies. Everything they build is done using musical, harmonic techniques. They are known for their unbelievable, almost mystical, uses of sound to achieve a variety of effects. THREAT LEVEL: 3 SIZE: Common HEALTH: 3 MOVEMENT: 30ft Ground STRENGTH: 1 SPEED: 3 SMARTS: 3 SOCIAL: 5 TOUGHNESS: 12 EVASION: 14 WILLPOWER: 13 CLEVERNESS: 15 SKILLS • Alertness +d2 • Athletics +d2 • Brawn +d2 • Culture +d2 • Driving +d2 • Finesse +d2 • Performance +d6 • Persuasion +d2 • Streetwise +d2 • Targeting +d2 • Technology +d4 • Languages: Eurythman; see Harmonic Resonances below PERKS Harmonic Resonances: Eurythmans can produce sounds in many wavelengths and understand their uses beyond normal comprehension. They gain ↑1 to any Skill Test where they can apply their harmonic abilities (usually Performance) and treat any Performance-based attack Skill Tests as if Specialized. In addition, they are capable of deciphering or translating all sound-based communications with a 6-second delay. ATTACKS Concussion Pistol (Targeting): +d2, Range 50ft/150ft (1 Sonic damage) Alternate Effects: Target knocked Prone (↓1) Hands: 1 Traits: Sonic Unarmed Combat (Finesse): +d2, Reach (Stun 1) Alternate Effects: 1 Blunt damage (↓1), Maneuver (↓1) Requirements: Bot Mode Only Traits: Martial Arts, Silent POWERS Harmonic Blast (1/scene, Standard): The Eurythman blasts a 10-foot-radius area within 40 feet with damaging sonic waves. They attempt Performance Skill Tests (adding the ↑1 and Specialization bonuses from Harmonic Resonances) targeting the Toughness Defense of each creature in the area of effect, dealing 1 Sonic damage on a success. Up to two other Eurythmans may Lend Assistance to this action, increasing its damage by 1 per additional character instead of granting the normal Edge or ↑1. GEAR Armor: Sonic shield (+1 deflective bonus to Toughness and Evasion) Weapons: Concussion pistol (see page 72) Other: Accompanying musical Instrument of choice HANG-UPS Hollow Bones: As part of their internal harmonics, Eurythmans have a skeletal structure filled a latticework of crystalline structures. They are particularly susceptible to traumatic injury, and attacks that deal Blunt damage gain Edge when targeting them. EURYTHMAN Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.


THE DECEPTICON DIRECTIVE 117 THREATS 5 GORLAMITE Once an organic species native to Gorlam Prime, the Gorlamites have all but become mechanoids through rampant augmentation and biomechanical modification after encountering Cybertronian colonizers. Now they strive to further their understanding of mechanical life and how to become immortal through science and technology. Gorlamites that leave their planet to explore are often researchers, philosophers, and thrill-seekers. THREAT LEVEL: 4 SIZE: Large HEALTH: 4 MOVEMENT: 35ft Ground STRENGTH: 3 SPEED: 4 SMARTS: 5 SOCIAL: 2 TOUGHNESS: 14 EVASION: 14 WILLPOWER: 15 CLEVERNESS: 12 SKILLS • Alertness +d2 • Athletics +d2 • Brawn +d2 • Culture +d2 • Driving +d4 • Might +d2 • Persuasion +d2 • Science +d2 • Streetwise +d2 • Targeting +d4 • Technology +d4 • Languages: Gorlamite, Cybertronian, Universal Interac, two spacefaring languages PERKS Cyber-Mechanoid: Gorlamites have modified their bodies to the point of effectively being mechanoid creatures. They are immune to carbon-based diseases but can be affected by Electromagnetic damage and viruses that affect machines. Modular Attachments: With 1 minute of work and a proper set of tools, a Gorlamite can alter the technology in their mechanical bodies, gaining ↑1 to a single skill. This bonus lasts until the Gorlamite takes another minute and chooses another skill to augment. ATTACKS Mini-Laser (Targeting): +d4, Range 30ft/60ft (1 Laser damage) Hands: 1 Requirements: Bot Mode Only Traits: Computerized Unarmed Combat (Might): +d2, Reach (Stun 1) Alternate Effects: 1 Blunt damage (↓1), Maneuver (↓1) Requirements: Bot Mode Only Traits: Martial Arts, Silent GEAR Armor: Implant plating (+1 plating to Toughness) Weapons: Mini-laser (Targeting sidearm element) Other: Standard Kits (2), Limited Kit GORLAMITE Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.


118 TRANSFORMERS ROLEPLAYING GAME NEBULAN Advanced well beyond the boundaries of their planet Nebulos, Nebulans are human-sized aliens from a civilization that mastered bio-mechanical symbiosis and have integrated it into many aspects of their regular lives. Outwardly, they seem human, but their nervous systems are far more evolved, allowing them to easily install cybernetic and biomechanical augmentations and more. THREAT LEVEL: 2 SIZE: Common HEALTH: 2 MOVEMENT: 30ft Ground STRENGTH: 2 SPEED: 2 SMARTS: 4 SOCIAL: 2 TOUGHNESS: 15 EVASION: 13 WILLPOWER: 14 CLEVERNESS: 12 SKILLS • Athletics +d2 • Deception +d2 • Infiltration +d2 • Might +d2 • Persuasion +d2 • Science +d4* • Targeting +d2 • Technology +d4* • Languages: Nebulanese, Cybertronian, Universal Interac, three spacefaring languages PERKS Deeply Academic: Nebulans come from a society that prizes scholarly learning and academic achievements. Each Nebulan chooses two Smartsbased skills; they treat non-attack Skill Tests with those skills as if Specialized. Most Nebulans choose Science and Technology. ATTACKS Exo-Suit Fists (Might): +d2, Reach (Stun 1) Alternate Effects: 1 Blunt damage Traits: Computerized, Integrated, Martial Arts, Silent Mini-Laser (Targeting): +d2, Range 30ft/60ft (1 Laser damage) Hands: 1 Requirements: Bot Mode Only Traits: Computerized GEAR Armor: Reinforced exo-suit (+3 deflective to Toughness, +1 computerized to Evasion) Weapons: Mini-laser (Targeting sidearm element) Other: Nebulan scanner, universal transmitter, Restricted Science or Technology Specialization Kit HANG-UPS Technophile: For generations, Nebulans and technology have gone hand-in-hand. If exposed to new or particularly interesting technology, a Nebulan suffers ↓1 to all Skill Tests until they achieve any kind of success using the technology in question. NEBULAN Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.


THE DECEPTICON DIRECTIVE 119 THREATS 5 PROBAT Aliens from the planet bearing their same name, Probats are generally peaceful, bat-like humanoids that have evolved the strange-but-useful biological side effect from their near constant consumption of matter. Their waste matter is a form of natural Energon! THREAT LEVEL: 3 SIZE: Common HEALTH: 3 MOVEMENT: 25ft Ground, 20ft Aerial STRENGTH: 2 SPEED: 5 SMARTS: 4 SOCIAL: 1 TOUGHNESS: 12 EVASION: 15 WILLPOWER: 14 CLEVERNESS: 11 SKILLS • Alertness +d4 • Animal Handling +d2 • Brawn +d2 • Finesse +d2 • Infiltration +d4 • Intimidation +d2 • Survival +d4 • Targeting +d4 • Languages: Probatian, Universal Interac, two spacefaring languages PERKS Echolocation: While visually impaired, Probats use natural clicking sounds to access a biological radar, ignoring any penalties to Alertness or attack Skill Tests based on vision. Energy Digestion: Probats naturally generate the equivalent of an Energon snack (see page 79) 2d2 hours after any meal. ATTACKS Blaster (Targeting): +d4, Range 25ft/80ft (1 Sharp damage) Hands: 1 Traits: Ballistic Claws (Finesse): +d2, Reach (1 Sharp damage) Alternate Effects: Stun 1 (↓1) Traits: Silent GEAR Weapons: Blaster Other: Standard Kit HANG-UPS Nearly Blind: Unless using some kind of technological augmentation, Probats are effectively blind to visual wavelengths of light, missing out on certain facts like color, subtle shifts, etc. This imposes Snag on all Alertness Skill Tests concerning visual details. PROBAT Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.


120 TRANSFORMERS ROLEPLAYING GAME QUINTESSON Floating, five-faced mechanoids from ancient times before known history, the Quintessons are a strange and mysterious species. Each face pertains to a different aspect of the alien beings’ personality, but they maintain different names for their roles and voices: Quintesson Judge, Bailiff, Executioner, Prosecutor, and Scientist. THREAT LEVEL: 5 SIZE: Large HEALTH: 5 MOVEMENT: 30ft Aerial STRENGTH: 2 SPEED: 1 SMARTS: 7 SOCIAL: 6 TOUGHNESS: 12 EVASION: 11 WILLPOWER: 17 CLEVERNESS: 16 SKILLS • Alertness +d4 • Animal Handling +d4 • Brawn +d2 • Culture +d4 • Deception +d4 • Finesse +d2 • Intimidation +d2 • Performance +d4 • Persuasion +d6 • Science +d4 • Technology +d2 • Languages: Quintessonian, Cybertronian, Universal Interac, five additional spacefaring languages PERKS Five Faces of Quintessence: As a Standard action, a Quintesson can change which face is primarily interacting with others. This grants the Quintesson ↑2 and Edge for Skill Tests in one of the following skills of the Quintesson’s choosing: Alertness, Intimidation, Performance, Persuasion, or Science. This bonus lasts until the Quintesson takes another Standard action to change to a different face. Mechanoid: While not Cybertronian, Quintessons are still mechanoid beings. They are immune to carbon-based diseases but can be affected by Electromagnetic damage and viruses that affect machines. ATTACKS Sting (Finesse): +d2, Reach (Stun 1) Traits: Integrated, Silent POWERS Guards! Guards! (1/scene, Standard): The Quintesson attempts a DIF 6 Animal Handling Skill Test, summoning 1 Sharkticon Drone (see page 121) to their position, if possible, in 1d2 rounds. The number of Sharkticons summoned increases by 1 for every 5 by which the Quintesson’s result exceeds the DIF. GEAR Other: Communications receiver HANG-UPS Too Mysterious: Most Quintessons have elaborate plans and plans within plans, making it difficult for others to know what they are truly up to. A Quintesson suffers Snag on Persuasion Skill Tests against creatures that have encountered Quintessons before. Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.


THE DECEPTICON DIRECTIVE 121 THREATS 5 SHARKTICON DRONE One of the earliest primal Cybertronians to populate the universe, Sharkticons haven’t changed much in centuries. While some have risen to have personalities, opinions, and clear thoughts beyond instinct, most are personifications of hunger, frenzy, and destruction. THREAT LEVEL: 2 SIZE: Large HEALTH: 3 MOVEMENT: 30ft Ground, 30ft Aquatic (Bot Mode); 20ft Ground, 40ft Aquatic (Alt Mode) STRENGTH: 5 SPEED: 3 SMARTS: 1 SOCIAL: 1 TOUGHNESS: 18 EVASION: 13 WILLPOWER: 11 CLEVERNESS: 11 SKILLS • Alertness +d2 • Animal Handling +d2 • Athletics +d2 • Brawn +d4 • Infiltration +d2 • Initiative +d4 • Might +d4 • Languages: Understands Cybertronian and Quintesson PERKS Mode Conversion: Cybertronians spend a Standard action to convert between Bot Mode and Alt Mode. Strong in Schools: Sharkticons are fueled by the presence of other Sharkticons, gaining ↑1 on attacks against targets that have already been attacked by an allied Sharkticon in the same round. ATTACKS Energy Flail (Might): +d4, Reach (1 Energy damage) Alternate Effects: Intimidating, Maneuver (↓1) Hands: 1 Requirements: Bot Mode Only Traits: Computerized, Energy, Integrated Sawtooth Bite (Might): +d4, Reach (1 Sharp damage) Requirements: Alt Mode Only Traits: Integrated, Silent GEAR Armor: Heavy plate enhancement (+3 plating to Toughness) Weapons: Energy Flail (Might integrated melee) HANG-UPS Confused When Alone: Sharkticons are social creatures, and don’t deal well with being alone. If a Sharkticon drone begins its turn without another Sharkticon within 20 feet, it suffers Snag on all Skill Tests. Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.


122 TRANSFORMERS ROLEPLAYING GAME Cybertronian Civilians CYBERTRONIAN BUREAUCRAT Members of the social elite, Cybertronian Bureaucrats are the movers and shakers of the upper levels but can sometimes find themselves in less polite company. They would almost always prefer using money and influence to deal with their troubles. THREAT LEVEL: 2 SIZE: Large/Long HEALTH: 2 MOVEMENT: 40ft Ground (Bot Mode); 45ft Ground or 30ft Aerial (Alt Mode) STRENGTH: 1 SPEED: 2 SMARTS: 2 SOCIAL: 5 TOUGHNESS: 11 EVASION: 12 WILLPOWER: 12 CLEVERNESS: 15 SKILLS • Culture +d4 • Deception +d4 • Driving +d2 • Might +d2 • Persuasion +d4 • Streetwise +d2 • Targeting +d2 • Languages: Cybertronian, Junkian, two other spacefaring languages PERKS Alt Mode: A Cybertronian Bureaucrat’s choice of Alt Mode is all about looking good over utility, with a shining chassis or other recognizable objects marking their position in the social hierarchy. A Cybertronian Bureaucrat can convert between Bot Mode and Alt Mode as a Standard action. Silver Grille: A Cybertronian Bureaucrat gains ↑1 to Deception and Persuasion Skill Tests made as part of official negotiations. ATTACKS Mini-Laser (Targeting): +d2, Range 30ft/60ft (1 Laser damage) Hands: 1 Requirements: Bot Mode Only Traits: Computerized Ram (Driving): +d2, Reach (1 Blunt damage) Alternate Effects: Trip Requirements: Alt Mode Only; Move at least 10ft before attacking Traits: Integrated Unarmed Combat (Might): +d2, Reach (Stun 1) Alternate Effects: 1 Blunt damage (↓1), Maneuver (↓1) Requirements: Bot Mode Only Traits: Martial Arts, Silent GEAR Weapons: Mini-laser (Targeting sidearm element) Other: Communications receiver, 1d12×100 Shanix HANG-UPS Civilian: This member of society may have been dragged into this fight, but they are no soldier and won’t snuff their Spark for anyone’s cause. Anytime they suffer non-Stun damage roll a 1d4. If the total is more than their current Health, they surrender or try to escape, and are de facto Defeated. CYBERTRONIAN COURIER Used to carry important messages from one end of Cybertron to the other, Cybertronian Couriers are smaller and more agile bots designed to pick something up, get to where to they’re headed, and get back out again in a flash. They will always choose to avoid an engagement, if possible, but sometimes there is just nowhere to run. THREAT LEVEL: 1 SIZE: Common/Long HEALTH: 1 MOVEMENT: 40ft Ground (Bot Mode); 45ft Ground or 40ft Aerial (Alt Mode) STRENGTH: 1 SPEED: 3 SMARTS: 2 SOCIAL: 2 TOUGHNESS: 11 EVASION: 13 WILLPOWER: 12 CLEVERNESS: 12 Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.


THE DECEPTICON DIRECTIVE 123 THREATS 5 SKILLS • Alertness +d2 • Athletics +d2 • Culture +d2 • Driving +d6 • Streetwise +d4 • Languages: Cybertronian, two other local languages PERKS Alt Mode: A Cybertronian Courier’s Alt Mode is all about speed, which includes street racers, hover bikes, splinter flyers, and similar vehicles. A Cybertronian Courier can convert between Bot Mode and Alt Mode as a Standard action. Earlier is Better than Later: Cybertronian Couriers are always on the move. While in Alt Mode, Free Actions used for additional Movement add 10 feet to their Movement instead of 5. ATTACKS Ram (Driving): +d6, Reach (1 Blunt damage) Alternate Effects: Trip Requirements: Alt Mode Only; Move at least 10ft before attacking Traits: Integrated Unarmed Combat (Might): Unskilled, Reach (Stun 1) Alternate Effects: 1 Blunt damage (↓1), Maneuver (↓1) Requirements: Bot Mode Only Traits: Martial Arts, Silent GEAR Other: Communications receiver, encrypted datastick, Energon snacks (2, see page 79) HANG-UPS Civilian: This member of society may have been dragged into this fight, but they are no soldier and won’t snuff their Spark for anyone’s cause. Anytime they suffer non-Stun damage roll a 1d4. If the total is more than their current Health, they surrender or try to escape, and are de facto Defeated. CYBERTRONIAN BUREAUCRAT Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.


124 TRANSFORMERS ROLEPLAYING GAME CYBERTRONIAN LABORER Commonly found in the lower levels of Cybertron or working in the fabrication projects of the colonies, these civilian bots are good at putting things together. In mass, they are just as good at taking things apart! THREAT LEVEL: 2 SIZE: Huge/Extended HEALTH: 2 MOVEMENT: 35ft Ground (Bot Mode); 30ft Ground or 30ft Aerial or 30ft Aquatic (Alt Mode) STRENGTH: 4 SPEED: 2 SMARTS: 2 SOCIAL: 2 TOUGHNESS: 14 EVASION: 12 WILLPOWER: 12 CLEVERNESS: 12 SKILLS • Alertness +d2 • Athletics +d2 • Brawn +d2 • Driving +d2 • Might +d4 • Streetwise +d4 • Targeting +d2 • Technology +d2 • Languages: Cybertronian PERKS Alt Mode: A Cybertronian Laborer’s Alt Mode will likely fall into the category of hauling or moving of material goods, Energon, or other Cybertronians. A Cybertronian Laborer can convert between Bot Mode and Alt Mode as a Standard action. Practiced Skill: Cybertronian Laborers choose either Brawn or Technology; they receive ↑2 to Skill Tests when working commonplace tasks related to the chosen skill. ATTACKS Close Combat Heavy Bludgeon (Might): +d4, Reach (Stun 1) Alternate Effects: 1 Blunt damage (2 hands) Hands: 1 or 2 Requirements: Bot Mode Only Traits: Silent, Versatile Ram (Driving): +d2, Reach (1 Blunt damage) Alternate Effects: Trip Requirements: Alt Mode Only; Move at least 10ft before attacking Traits: Integrated Unarmed Combat (Might): +d4, Reach (Stun 1) Alternate Effects: 1 Blunt damage (↓1), Maneuver (↓1) Requirements: Bot Mode Only Traits: Martial Arts, Silent GEAR Weapons: Close combat heavy bludgeon Other: Limited Kit related to their profession HANGUPS Civilian: This member of society may have been dragged into this fight, but they are no soldier and won’t snuff their Spark for anyone’s cause. Anytime they suffer non-Stun damage roll a 1d4. If the total is more than their current Health, they surrender or try to escape, and are de facto Defeated. CYBERTRONIAN LABORER Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.


THE DECEPTICON DIRECTIVE 125 THREATS 5 • Athletics +d4 • Culture +d2 • Deception +d4 • Driving +d2 • Finesse +d2 • Infiltration +d2 • Streetwise +d4 • Languages: Cybertronian, four other local languages PERKS Alt Mode: Autobot Infiltrators adopt Alt Modes that get them close to potential targets. They tend to stick to vehicles that might blend in with others of the same type. An Autobot Infiltrator can convert between Bot Mode and Alt Mode as a Standard action. Blending In: Autobot Infiltrators have specialized chassis anodization that lets them reflexively change their coloration. They gain Edge on Infiltration Skill Tests. ATTACKS Hidden Close Combat Blade (Finesse): +d2, Reach (1 Sharp damage) Hands: 0 Requirements: Bot Mode Only Autobot Drones AUTOBOT INFILTRATOR Autobot Infiltrators are skilled scouts that imbed themselves within local Decepticon cells and gain the enemy’s trust to gather as much information as possible before rejoining their Autobot comrades, hopefully without being caught! THREAT LEVEL: 3 SIZE: Common HEALTH: 3 MOVEMENT: 40ft Ground (Bot Mode); 50ft Ground (Alt Mode) STRENGTH: 2 SPEED: 3 SMARTS: 3 SOCIAL: 4 TOUGHNESS: 13 EVASION: 13 WILLPOWER: 13 CLEVERNESS: 14 SKILLS • Alertness +d4 Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.


126 TRANSFORMERS ROLEPLAYING GAME Upgrades: Microtech Weapon Traits: Silent Ram (Driving): +d2, Reach (1 Blunt damage) Alternate Effects: Trip Requirements: Alt Mode Only; Move at least 10ft before attacking Traits: Integrated Unarmed Combat (Finesse): +d2, Reach (Stun 1) Alternate Effects: 1 Blunt damage (↓1), Maneuver (↓1) Requirements: Bot Mode Only Traits: Martial Arts, Silent POWERS Alt Mimic (1/scene, Standard): Autobot Infiltrators can adjust the general size and shape of their Alt Mode to better blend in. This grants them ↑2 to Deception and Infiltration Skill Tests to convince others they are not who they actually are. GEAR Armor: Light armor matrix (+1 deflective to Toughness) Weapons: Hidden close combat blade Other: Encrypted communications suite, covert data storage drive AUTOBOT RACER Cloned from street racers, these Autobots are skilled warriors and trained hit-and-run fighters, but they are at their best when they are roaring down the street at full speed. THREAT LEVEL: 5 SIZE: Large/Long HEALTH: 5 MOVEMENT: 35ft Ground (Bot Mode); 45ft Ground (Alt Mode) STRENGTH: 2 SPEED: 8 SMARTS: 3 SOCIAL: 3 TOUGHNESS: 13 EVASION: 18 WILLPOWER: 13 CLEVERNESS: 13 SKILLS • Alertness +d4 • Culture +d2 • Driving +d6 • Finesse +d4 • Initiative +d4 • Intimidation +d4 • Persuasion +d2 • Streetwise +d4 • Targeting +d2 • Languages: Cybertronian, two local languages PERKS Alt Mode: Autobot Racers always have fast Alt Modes, which are sometimes flashy or brilliantly colored. An Autobot Racer can convert between Bot Mode and Alt Mode as a Standard action. Earlier is Better than Later: Autobot Racers are always on the move. While in Alt Mode, Free actions used for additional Movement add 10 feet to their Movement instead of 5. By spending enough Free actions, this can more than double their Movement. Fire on the Go: When an Autobot Racer attacks with a weapon after moving at least 30 feet, they can spend 2 Free actions to make an additional attack with the same weapon once per turn. ATTACKS Energized Close Combat Blade (Finesse): +d4, Reach (1 Element damage) Hands: 1 Requirements: Bot Mode Only Upgrades: Blazing, Corrosive Tip, Dynamo (see page 75), Frigid, Galvanized, Radiant, Tasing, or Rumbling Traits: Element, Silent Blaster (Targeting): +d2, Range 40ft/80ft (1 Sharp damage) Hands: 1 Traits: Ballistic Ram (Driving): +d6, Reach (1 Blunt damage) Alternate Effects: Trip Requirements: Alt Mode Only; Move at least 10ft before attacking Traits: Integrated Unarmed Combat (Finesse): +d4, Reach (Stun 1) Alternate Effects: 1 Blunt damage (↓1), Maneuver (↓1) Requirements: Bot Mode Only Traits: Martial Arts, Silent GEAR Armor: Light armor matrix (+1 deflective to Toughness) Weapons: Blaster, energized close combat blade Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.


THE DECEPTICON DIRECTIVE 127 THREATS 5 AUTOBOT RESCUE AGENT Battling the Decepticons can be brutal. These drones, many of whom are similar to the esteemed Ratchet, are trained and equipped specifically for battlefield triage, rescuing the fallen, and making sure that Autobot fighters can stay in the thick of combat. THREAT LEVEL: 2 SIZE: Huge/Extended HEALTH: 2 MOVEMENT: 40ft Ground (Bot Mode); 45ft Ground or 30ft Aerial (Alt Mode) STRENGTH: 1 SPEED: 3 SMARTS: 4 SOCIAL: 2 TOUGHNESS: 15 EVASION: 13 WILLPOWER: 14 CLEVERNESS: 12 SKILLS • Brawn +d2 • Culture +d2 • Driving +d2 • Finesse +d2 • Persuasion +d2 • Streetwise +d2 • Targeting +d2 • Technology (Repair) +d4 • Languages: Cybertronian, four other spacefaring languages PERKS Alt Mode: An Autobot Rescue Agent’s Alt Mode is designed to wade into a firefight and get to the wounded before they suffer more damage: response vehicles, flatbed tow trucks, and so on. An Autobot Rescue Agent can convert between Bot Mode and Alt Mode as a Standard action. Me, Not You: Autobot Rescue Agents often put themselves in harm’s way to make sure their patients aren’t further injured. Any ally suffering from a Condition within 10 feet of the Rescue Agent is considered to have Cover. ATTACKS Ram (Driving): +d2, Reach (1 Blunt damage) Alternate Effects: Trip Requirements: Alt Mode Only; Move at least 10ft before attacking Traits: Integrated Stunner (Targeting): +d2, Range 10ft/20ft (Stun 1) Alternate Effects: Target is Stunned until end of attacker’s next turn Hands: 1 Traits: Computerized Unarmed Combat (Finesse): +d2, Reach (Stun 1) Alternate Effects: 1 Blunt damage (↓1), Maneuver (↓1) Requirements: Bot Mode Only Traits: Martial Arts, Silent GEAR Armor: Heavy armor matrix (+4 deflective to Toughness) Weapons: Stunner (see page 71) Other: Communications receiver, Energon Snacks (2; see page 79) Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.


128 TRANSFORMERS ROLEPLAYING GAME AUTOBOT SOLDIER Learning from many seasoned veterans about how to do battle, Autobot Soldiers are drones that enjoy a sense of tactical awareness that other cloned warriors rarely maintain. They try to use their advanced aim to create opportunities for other Autobots, acting as a team rather than as an individual. THREAT LEVEL: 1 SIZE: Common/Long HEALTH: 3 MOVEMENT: 35ft Ground (Bot Mode); 40ft Ground (Alt Mode) STRENGTH: 2 SPEED: 3 SMARTS: 2 SOCIAL: 1 TOUGHNESS: 14 EVASION: 15 WILLPOWER: 12 CLEVERNESS: 11 SKILLS • Alertness +d4 • Conditioning +1 • Driving +d2 • Might +d2 • Streetwise +d2 • Targeting +d4 • Languages: Cybertronian, four other spacefaring languages PERKS Alt Mode: Autobot Soldiers lean toward practical ground vehicles like jeeps, ATVs, and armored cars. An Autobot Soldier can convert between Bot Mode and Alt Mode as a Standard action. Crossfire: When an Autobot Soldier makes a ranged attack against a target within 50 feet, the next ally to make a ranged attack against that target gains ↑1 on the attack. ATTACKS Blaster (Targeting): +d4, Range 25ft/80ft (1 Sharp damage) Hands: 1 Requirements: Bot Mode Only Traits: Ballistic Ram (Driving): +d2, Reach (1 Blunt damage) Alternate Effects: Trip Requirements: Alt Mode Only; Move at least 10ft before attacking Traits: Integrated Reinforced Fists (Might): +d2, Reach (1 Blunt damage) Alternate Effects: Maneuver (↓1) Requirements: Bot Mode Only GEAR Armor: Medium defense matrix (+2 deflective to Toughness and +2 computerized to Evasion) Weapons: Blaster Other: Energon Snack (see page 79) Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.


THE DECEPTICON DIRECTIVE 129 THREATS 5 Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.


130 TRANSFORMERS ROLEPLAYING GAME Specific Autobots ARCEE Absolutely loyal to the Primes, Arcee is a deadly warrior with notably the best precision aim of any of her peers. She has a weak spot for rogues and troublemakers, which shows in how well she gets along with those humans that have been allowed to know about the Autobots. It is no strange sight for her to be giving the Autobots’ human allies rides in her sleek motorcycle Alt Mode. THREAT LEVEL: 12 SIZE: Large/Long HEALTH: 12 MOVEMENT: 35ft Ground (Bot Mode); 45 ft Ground (Alt Mode) STRENGTH: 5 SPEED: 12 SMARTS: 7 SOCIAL: 6 TOUGHNESS: 17 EVASION: 22 WILLPOWER: 17 CLEVERNESS: 16 SKILLS • Alertness +d4 • Athletics +d4 • Brawn +d2 • Culture +d4 • Deception +d2 • Driving +d6 • Finesse +d6 • Infiltration +d2 • Initiative +d4 • Intimidation +d4 • Performance +d2 • Persuasion +d4 • Science +d2 • Streetwise +d4 • Survival +d2 • Targeting +d6 • Technology +d2 • Languages: Cybertronian, English, French, Quintesson, Universal Interac PERKS Mode Conversion: Cybertronians spend a Standard action to convert between Bot Mode and Alt Mode. Seasoned Warrior: Arcee is an established Autobot veteran and can call upon deep reserves of courage, confidence, and experience. Three times per game session, she can reroll the d20 of a Skill Test as long as she isn’t suffering Snag. Sharpshooter’s Grace: Arcee’s aim is near perfect with ranged weaponry. She doesn’t suffer Snag when making a ranged attack outside a weapon’s normal range and gains ↑2 on ranged attacks made at targets farther than 30 feet away. ATTACKS Cover Grenade (Finesse): +d4, Range 20ft/50ft (Cover in 20ft radius) Alternate Effects: Stun 1 (↓2) Hands: 1 Traits: Consumable, Silent Focused Blaster (Targeting): +d6, Range 25ft/80ft (1 Energy damage) Hands: 1 Requirements: Bot Mode Only Traits: Computerized Long Range Rifle (Targeting): +d6, Range 150ft/600ft; min 30ft (1 Sharp damage) Alternate Effects: 2 Sharp damage (↓1), 3 Sharp damage (↓3) Hands: 2 Requirements: Bot Mode Only Traits: Ballistic, Mounted, Reload, Sniper Ram (Driving): +d6, Reach (1 Blunt damage) Alternate Effects: Trip Requirements: Alt Mode Only; Move at least 10ft before attacking Traits: Integrated Unarmed Combat (Finesse): +d6, Reach (Stun 1) Alternate Effects: 1 Blunt damage (↓1), Maneuver (↓1) Requirements: Bot Mode Only Traits: Martial Arts, Silent GEAR Armor: Medium armor matrix (+2 deflective to Toughness) Weapons: Focused blaster (Targeting sidearm element), long range rifle, cover grenades (2) HANG-UPS Sometimes Too Brave: Arcee never willingly gives up in the face of adversity, even if it is foolhardy. Unless an ally succeeds at a Persuasion Skill Test against her Willpower Defense as a Standard action, she will not leave a fight. Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.


THE DECEPTICON DIRECTIVE 131 THREATS 5 Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.


132 TRANSFORMERS ROLEPLAYING GAME BLASTER The head of communications for the Autobots, Blaster is the most notable leader of a collection of mini-cassette minions and a master of sonic weaponry. A capable soldier and leader, he is a rock-and-roll party animal in his free time, though that attitude occasionally bleeds over into his soldiering. THREAT LEVEL: 16 SIZE: Huge/Long HEALTH: 16 MOVEMENT: 30ft Ground (Bot Mode); 0ft (Alt Mode) STRENGTH: 8 SPEED: 9 SMARTS: 10 SOCIAL: 11 TOUGHNESS: 20 EVASION: 19 WILLPOWER: 20 CLEVERNESS: 21 SKILLS • Alertness +d6 • Animal Handling +d6 • Athletics +d4 • Brawn +d4 • Culture +d6 • Infiltration +d4 • Initiative +d4 • Intimidation +d2 • Might +d6 • Performance +d6 • Persuasion +d6 • Science +d4 • Streetwise +d4 • Targeting +d10 • Technology +d4 • Languages: Cybertronian; see Universal Translator below PERKS Cassette Minion Master: Aside from being able to store a number of Mini-Cassette Recordabot minions in his body, Blaster can spend his own Health (or Energon Points if he possesses any) to automatically repair stored minions an equal amount. Command & Control: The Mini-Cons in Blaster’s control benefit from a constant communications connection with him and each other. He and his Mini-Cons can Lend Assistance to each other so long as both parties involved are within 100 feet of each other and regardless of whether the one Lending Assistance is trained in the skill being attempted. Blaster or one of his Mini-Cons can gain the benefits of Lend Assistance only once per Skill Test at this distance. Mode Conversion: Cybertronians spend a Standard action to convert between Bot Mode and Alt Mode. Object Alt Mode: Blaster’s Alt Mode is that of mundane recording device. While this Alt Mode has a base Movement value of 0, it grants Edge to all Skill Tests involving hiding, blending in, or eavesdropping in applicable surroundings. Reinforced Bond: The added bulk of docked minions protects Blaster. While he has any Recordabots docked with him, he gains +1 Health and +2 to all Defenses. Universal Translator: Blaster is capable of deciphering or translating all sound-based communications with a 6-second delay. ATTACKS Boom Gun (Targeting): +d10, Range 15ft (2 Sonic damage Blast: 15ft radius) Alternate Effects: Stun 3 Blast: 15ft radius Hands: 1 Requirements: Bot Mode Only Traits: Anti-Tank, Computerized Reinforced Fists (Might): +d6, Reach (2 Blunt damage) Alternate Effects: Maneuver (↓1) Requirements: Bot Mode Only Sonic Charges (Athletics): +d4, Range 20ft/50ft (1 Sonic damage Blast: 10ft radius) Hands: 1 Requirements: Bot Mode Only Traits: Computerized, Consumable POWERS Sonic Wave Blast (1/scene, Standard): Blaster turns both of his hands into noise projecting sonic emitters. All creatures in 30-foot cone are Impaired until the end of Blaster’s next turn. GEAR Armor: Medium armor matrix (+2 deflective to Toughness) Weapons: Boom gun (Targeting medium element), sonic charges (3, element grenades) Other: Restricted Kit HANG-UPS Caring Leader: Blaster actually cares for his MiniCons. If any of his Mini-Cons are Defeated, Blaster will spend his Move action each turn to reach the closest Defeated allied Mini-Con and has it dock with him for safety. Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.


THE DECEPTICON DIRECTIVE 133 THREATS 5 Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.


134 TRANSFORMERS ROLEPLAYING GAME BULKHEAD One of the original Autobots to come to Earth on board the Ark, Bulkhead is a career soldier that doesn’t let anything get in his way for long. He was once one of the infamous Wreckers, and while he no longer counts himself a member, some of the things they taught him will never fade away. THREAT LEVEL: 13 SIZE: Huge/Extended HEALTH: 14 MOVEMENT: 35ft Ground (Bot Mode); 45ft Ground (Alt Mode) STRENGTH: 10 SPEED: 8 SMARTS: 7 SOCIAL: 7 TOUGHNESS: 24 EVASION: 18 WILLPOWER: 17 CLEVERNESS: 17 SKILLS • Alertness +d4 • Animal Handling +d2 • Athletics +d2 • Brawn +d6 • Conditioning +1 • Culture +d4 • Driving +d4 • Initiative +d4 • Intimidation +d4 • Might +d6 • Performance +d2 • Persuasion +d6 • Streetwise +d4 • Survival +d2 • Targeting (Ballistic) +d6* • Technology +d4 • Languages: Cybertronian, English, German, Junkian, Russian PERKS Mode Conversion: Cybertronians spend a Standard action to convert between Bot Mode and Alt Mode. Plow: Bulkhead knocks over any obstacle in his way. When he makes a Ram attack, either in his Alt Mode or driving a vehicle with a Ram attack, any movement he makes this turn ignores Rough Terrain, and he can use Ram on up to three targets within his Reach at any point during his movement. Seasoned Warrior: Bulkhead is an established Autobot veteran and can call upon deep reserves of courage, confidence, and experience. Three times per game session, he can reroll the d20 of a Skill Test as long as he isn’t suffering Snag. ATTACKS Energon Melee Weapon (Might): +d6, Reach (1 Blunt or Sharp damage) Alternate Effects: 2 Blunt or Sharp damage (2 hands) Hands: 1 or 2 Requirements: Bot Mode Only Traits: Silent Heavy Pistol (Targeting): +d6*, Range 25ft/80ft (2 Sharp damage) Hands: 1 Upgrades: Deadly Traits: Ballistic Ram (Driving): +d4, Reach (1 Blunt damage) Alternate Effects: Trip Requirements: Alt Mode Only; Move at least 10ft before attacking Traits: Integrated Unarmed Combat (Might): +d6, Reach (Stun 1) Alternate Effects: 1 Blunt damage (↓1), Maneuver (↓1) Requirements: Bot Mode Only Traits: Martial Arts, Silent POWERS Bellringer (3/scene, Move): Instead of moving during his turn, Bulkhead can add the alternate effect “Target is Stunned until end of their next turn” to all his attacks this turn. Manifest Enhancement (1/round, Free): Bulkhead can manifest a Limited weapon upgrade for a melee weapon. This weapon upgrade lasts until the end of his turn. He can use Manifest Enhancement on any melee weapon, not just a weapon he creates with Manifest Melee Weapon. Manifest Melee Weapon (1/scene, Free): When Bulkhead needs a weapon, he can make one out of the energy flowing through him. As a Free action, he can create an integrated Energon Weapon that must be based on a melee weapon of Limited availability. This weapon lasts until the end of the scene or until Bulkhead is Defeated. GEAR Armor: Heavy armor matrix (+4 deflective to Toughness) Weapons: Heavy pistol (Blaster with Deadly upgrade) Other: Limited Engineering Kit HANG-UPS Nemesis (Breakdown): Bulkhead has a long and ugly history with the Decepticon Breakdown. If he is involved in a scene with Breakdown (or someone openly acting on behalf of Breakdown), Bulkhead suffers ↓1 on all Skill Tests that don’t target that individual to somehow hinder or harm them. Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.


THE DECEPTICON DIRECTIVE 135 THREATS 5 Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.


136 TRANSFORMERS ROLEPLAYING GAME BUMBLEBEE Bumblebee has been called the “heart of the Autobots” on Earth and is one of Optimus Prime’s most reliable and loyal scouts. He is as fearless as they come and has repeatedly faced off against entire wings of Seekers, titanic Combiners, and even Megatron himself without faltering. THREAT LEVEL: 12 SIZE: Common HEALTH: 12 MOVEMENT: 30ft Ground (Bot Mode); 45ft Ground (Alt Mode) STRENGTH: 4 SPEED: 12 SMARTS: 8 SOCIAL: 6 TOUGHNESS: 15 EVASION: 22 WILLPOWER: 18 CLEVERNESS: 16 SKILLS • Alertness +d4 • Athletics +d6 • Brawn +d2 • Culture +d6 • Deception +d4 • Driving +d6 • Finesse +d6 • Infiltration +d6 • Initiative +d2 • Performance +d2 • Persuasion +d4 • Science +d2 • Streetwise +d2 • Targeting +d4 • Technology +d4 • Languages: Cybertronian, English, French, Junkian, Spanish, Universal Interac PERKS Fearless: Bumblebee is immune to any kind of fear. This gives him Resistance to Psychic Damage, and all attempts to target him with the Intimidation skill automatically fail. Mode Conversion: Cybertronians spend a Standard action to convert between Bot Mode and Alt Mode. On My Mark!: Allies that attack a target that Bumblebee has nominated as his mark (see Mark Target below) count all of the target’s Defenses as 1 lower for their own Skill Tests. ATTACKS Energon Blade (Finesse): +d4, Reach (1 Energy damage) Hands: 1 Requirements: Bot Mode Only Upgrades: Dynamo Traits: Silent Focused Blaster (Targeting): +d6, Range 25ft/80ft (1 Energy damage) Hands: 1 Requirements: Bot Mode Only Traits: Computerized Ram (Driving): +d6, Reach (1 Blunt damage) Alternate Effects: Trip Requirements: Alt Mode Only; Move at least 10ft before attacking Traits: Integrated Unarmed Combat (Finesse): +d4, Reach (Stun 1) Alternate Effects: 1 Blunt damage (↓1), Maneuver (↓1) Requirements: Bot Mode Only Traits: Martial Arts, Silent POWERS Disappear (1/scene, Free): For a scout to survive getting seen, they need to get unseen again as quickly as possible. Bumblebee turns Invisible until the end of his turn. Mark Target (1/scene): At the beginning of a scene (including combat), Bumblebee can designate a creature he can see or a specific individual he expects will be in the scene. He gains ↑1 on Skill Tests related to that creature until the end of the scene. GEAR Armor: Light armor matrix (+1 deflective to Toughness) Weapons: Energon Blade (close combat blade with Dynamo upgrade), focused blaster (Targeting sidearm element) Other: Encrypted communications unit, Energon snacks (2, see page 79), Restricted Electronics Kit HANG-UPS Selfless: Bumblebee will gladly put himself in harm’s way for his friends. He must spend his Move action each turn to become adjacent to the closest ally with 3 or fewer Health at any given time. If unable to do so, he suffers ↓1 on all Skill Tests until he makes that happen. Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.


THE DECEPTICON DIRECTIVE 137 THREATS 5 Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.


138 TRANSFORMERS ROLEPLAYING GAME CLIFFJUMPER The weapons technician and engineer for the Autobots on Earth, Cliffjumper is whom Optimus Prime goes to when he needs an edge over the Decepticons. He is well known for having more than one tool for the job in combat. THREAT LEVEL: 11 SIZE: Large/Long HEALTH: 12 MOVEMENT: 40ft Ground (Bot Mode); 60ft Ground (Alt Mode) STRENGTH: 6 SPEED: 8 SMARTS: 9 SOCIAL: 5 TOUGHNESS: 18 EVASION: 18 WILLPOWER: 19 CLEVERNESS: 15 SKILLS • Alertness +d2 • Athletics +d4 • Conditioning +1 • Culture +d2 • Deception +d2 • Driving (Land) +d4* • Infiltration +d2 • Initiative +d2 • Intimidation +d2 • Might +d4 • Performance +d2 • Persuasion +d2 • Science (Weapon Tech) +d4* • Streetwise +d4 • Targeting (Upgraded Weaponry) +d4* • Technology (Engineering) +d6* • Languages: Cybertronian, English, German, Junkian, Nebulanese, Quintesson, Swedish PERKS Inventor: Cliffjumper gains Edge on Skill Tests to use any technology of his own creation. Additionally, he can always ignore up to ↓1 on Skill Tests to use any technology he creates. Mode Conversion: Cybertronians spend a Standard action to convert between Bot Mode and Alt Mode. Never Give Up: Cliffjumper sometimes doesn’t know when to quit fighting. Once per day, when he is reduced to 0 Health, he can take 1 more round’s worth of actions on his turn. If he still has 0 Health at the end of this turn, he is Defeated. ATTACKS Glass Gas Cannister (Athletics): +d4, Range 20ft/50ft (Reduces Toughness by 4 until end of scene Blast: 10ft radius) Alternate Effects: 2 Strength Essence Damage Blast: 10ft radius Hands: 1 Requirements: Bot Mode Only Traits: Armor Piercing, Consumable Particle Cannon (Targeting): +d4*, Range 80ft/200ft (2 Sharp damage) Alternate Effects: 3 Sharp Damage (↓2) Hands: 2 Requirements: Bot Mode Only Upgrades: Deadly Traits: Ballistic, Reload Ram (Driving): +d4*, Reach (1 Blunt damage) Alternate Effects: Trip Requirements: Alt Mode Only; Move at least 10ft before attacking Traits: Integrated Unarmed Combat (Might): +d4, Reach (Stun 1) Alternate Effects: 1 Blunt damage (↓1), Maneuver (↓1) Requirements: Bot Mode Only Traits: Martial Arts, Silent POWERS Right Tool for the Job (1/scene, Standard): Cliffjumper can rummage through his engineering kit to augment any single weapon within 5 feet of him. That weapon gains either the Accurate (↑1) trait or has its damage type change to any Element of Cliffjumper’s choice. The alteration lasts until the end of the scene, and a weapon can only benefit from this power once. GEAR Armor: Medium armor matrix (+2 deflective to Toughness) Weapons: Glass gas canisters (2, Athletics sidearm explosive), particle cannon (Targeting heavy projectile) Other: Restricted Engineering Kit, Restricted Repair Kit HANG-UPS I’ve Got Something for That!: Cliffjumper hates to see his allies using substandard equipment. If an ally in Cliffjumper’s presence Fumbles with an unmodified weapon, he must use his next turn to move closer and upgrade the weapon with his Right Tool for the Job Power (if possible). Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.


THE DECEPTICON DIRECTIVE 139 THREATS 5 Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.


140 TRANSFORMERS ROLEPLAYING GAME GRIMLOCK Just as his Alt Mode, the Tyrannosaurus Rex, was an apex predator of its era, Grimlock is the king of his fellow Dinobots. Priding himself on his strength and ferocity as a leader, he welcomes challengers to his title, but usually sends them sprawling on the ground. While he sometimes sounds unintelligent, Grimlock his instincts are good, even if they are wrapped in a shell made of rage that rivals that of some Decepticons. THREAT LEVEL: 19 SIZE: Huge HEALTH: 22 MOVEMENT: 35ft Ground (Bot Mode); 40ft Ground (Alt Mode) STRENGTH: 19 SPEED: 7 SMARTS: 7 SOCIAL: 11 TOUGHNESS: 29 EVASION: 17 WILLPOWER: 17 CLEVERNESS: 21 SKILLS • Alertness +d4 • Animal Handling +d8 • Athletics +d6 • Brawn +d10 • Conditioning +3 • Initiative +d8 • Intimidation +d6 • Might (Bite) +d10* • Persuasion (Leadership) +d8* • Streetwise +d4 • Survival +d10 • Targeting +d6 • Languages: Cybertronian, English PERKS Alt Beast: Grimlock’s Alt Mode is that of a massive dinosaur, and he is more at home in that form than in Bot Mode. While in his Alt Mode, Grimlock gains +4 deflective bonus to his Toughness, he gains a ↑1 on Brawn Skill Tests, and his Might- and Finessebased attacks inflict +1 damage. King of the Dinobots: Grimlock is the unquestioned leader of all Dinobots, and they instinctively follow his commands to the best of their ability, granting him ↑2 on Deception, Intimidation, and Persuasion Skill Tests targeting them. Additionally, once per turn, other Dinobots may reroll a single skill die whenever they are within 60 feet of Grimlock. Mode Conversion: Cybertronians spend a Standard action to convert between Bot Mode and Alt Mode. Rampage!: After performing any Standard action, Grimlock can make a Might-based attack as a Free action. ATTACKS Double-Barreled Heavy Blaster (Targeting): +d6, Range 40ft/100ft (2 Sharp damage) Alternate Effects: 2 Sharp damage—Multiple (2) Targets (40ft, ↓1) Hands: 1 Requirements: Bot Mode Only Traits: Ballistic Energon Sword (Might): +d10, Reach (2 Energy damage) Hands: 1 Requirements: Bot Mode Only Traits: Martial Arts Monstrous Bite (Might): +d10*, Reach (3 Sharp Damage) Requirements: Alt Mode Only Traits: Silent Unarmed Combat (Might): +d10, Reach (Stun 1) Alternate Effects: 1 Blunt damage (↓1), Maneuver (↓1) Requirements: Bot Mode Only Traits: Martial Arts, Silent POWERS Furious Rage (1/scene, Free): Once Grimlock has suffered any amount of damage, he can choose to enter a powerful battle rage for 2d2 rounds. While in this rage, all Might Skill Tests gain Edge, and he adds a bonus to his Willpower and Cleverness Defenses equal to the result a roll of his Intimidation skill die. Volcanic Roar (2/scene, Alt Mode Only, Standard): Grimlock can roar out a gout of plasma-state Energon-based fusion in a line 10 feet wide and 60 feet long. Grimlock attempts an Athletics Skill Test, comparing the result to the Evasion Defense of each creature in that area. He inflicts 2 Fire damage if successful. In addition, any creature damaged by the Volcanic Roar is Impaired until the end of its next turn. GEAR Weapons: Double-barreled heavy blaster (Targeting heavy projectile), Energon sword (Might medium melee) HANG-UPS Dinobot Rage: Dinobots have short tempers that can make them erratic and unfocused, even in combat. If injured or targeted by a skill that is designed to taunt or mock a Dinobot, they suffer ↓1 on all Skill Tests that don’t target the source of their anger or frustration until the end of their next turn. Easily Distracted: Grimlock has always had a weakness for new and interesting things, which sometimes drawing his attention away from the task at hand. All Grimlock’s non-Strength-based Skill Tests Fumble on natural 1s and 2s. Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.


THE DECEPTICON DIRECTIVE 141 THREATS 5 Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.


142 TRANSFORMERS ROLEPLAYING GAME HOT ROD Stubborn, foolhardy, and full of youthful pride, Hot Rod is a skilled racer and is learning to be a good soldier from the likes of Kup and his sometimesparamour, Arcee. He is equally brave as he is shortsighted, but his future will be determined by his actions and not his brash demeanor. THREAT LEVEL: 8 SIZE: Large/Long HEALTH: 8 MOVEMENT: 35ft Ground (Bot Mode); 60ft Ground (Alt Mode) STRENGTH: 4 SPEED: 9 SMARTS: 4 SOCIAL: 5 TOUGHNESS: 16 EVASION: 19 WILLPOWER: 14 CLEVERNESS: 15 SKILLS • Alertness +d2 • Athletics +d4 • Culture +d2 • Deception +d2 • Driving (Land) +d6* • Infiltration +d2 • Initiative +d4 • Might +d4 • Performance +d2 • Persuasion +d4 • Streetwise +d2 • Survival +d2 • Targeting +d4 • Technology +d2 • Languages: Cybertronian, English, French, Italian, Junkian, Universal Interac PERKS Fast Conversion: Hot Rod can spend a Free action to convert between Bot Mode and Alt Mode. Lots of Potential: Destined for greatness, Hot Rod has an untapped level of potential that goes beyond the depth of his chassis. If Hot Rod rolls a 20 on the d20 for a Skill Test and succeeds, he achieves a Critical Success instead. Momentum: If Hot Rod moves his full Movement (or more), his Driving and Might attacks made in the same turn inflict 1 additional Blunt damage. Reckless Driving: Hot Rod gains ↑1 on Ram attacks. Additionally, he can spend a Standard action at the beginning of his Move action to make any number of Ram attacks at different targets during that movement at the cost of 10 feet of Ground Movement per Ram attack made. ATTACKS Forearm Blasters (Targeting): +d4, Range 40ft/100ft (1 Energy damage) Alternate Effects: 1 Energy damage—Multiple (2) Targets (40ft, ↓1), 1 Energy damage—Multiple (3) Targets (40ft, ↓2) Hands: 1 Traits: Ballistic, Reload Integrated Close Combat Saw (Might): +d4, Reach (1 Sharp damage) Alternate Effects: Intimidating, 1 Sharp damage— Multiple (2) Targets (Reach, ↓1) Requirements: Bot Mode Only Traits: Integrated, Martial Arts Knuckledusters (Might): +d4, Reach (1 Blunt damage) Alternate Effects: 1 Blunt damage—Multiple (2) Targets (Reach, ↓1) Requirements: Bot Mode Only Traits: Integrated Ram (Driving): +d8*, Reach (1 Blunt damage) Alternate Effects: Trip Requirements: Alt Mode Only; Move at least 10ft before attacking Traits: Integrated POWERS High Gear (1/scene, Alt Mode Only, Free): Hot Rod is built for bursts of remarkable speed and is designed to make the most of it. For 2d2 turns, Hot Rod increases his Movement value by 10 feet and gains Edge on all Driving Skill Tests. GEAR Armor: Medium armor matrix (+2 deflective to Toughness) Weapons: Forearm blasters (Targeting sidearm element), integrated close combat saw (Might Integrated Melee), knuckledusters (Might integrated melee) Other: Networked communication link, Energon snacks (2, see page 79) HANG-UPS Young and Inexperienced: Hot Rod is still somewhat of a rookie in the greater conflict with the Decepticons and makes youthful errors quite often. Hot Rod suffers ↓1 to the first 2d2 nonattack Skill Tests in a scene. Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.


THE DECEPTICON DIRECTIVE 143 THREATS 5 What About Rodimus Prime? In one timeline, when Optimus Prime falls in combat to his Decepticon rival, the immensely powerful Matrix of Leadership is passed to Hot Rod, unlocking his true potential and turning him into Rodimus Prime. The augmentative power of an artifact Matrix changes someone immensely, in this case increasing his Threat Level by 10 (with all the equivalent bonuses involved). Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.


144 TRANSFORMERS ROLEPLAYING GAME HOUND A true fan of Earth and its inhabitants, Hound has found his new home on the planet. He consumes as much information as he can about the world and its peoples. When it comes time to see a new part of Earth, Optimus Prime knows he can trust Hound to learn all about it. THREAT LEVEL: 12 SIZE: Large/Large HEALTH: 12 MOVEMENT: 35ft Ground (Bot Mode); 45ft Ground (Alt Mode) STRENGTH: 7 SPEED: 7 SMARTS: 10 SOCIAL: 6 TOUGHNESS: 19 EVASION: 17 WILLPOWER: 20 CLEVERNESS: 16 SKILLS • Alertness +d6 • Athletics +d4 • Brawn +d2 • Culture (Earth) +d6* • Deception +d4 • Driving +d4 • Initiative +d4 • Intimidation +d2 • Might +d6 • Persuasion +d2 • Streetwise +d6 • Survival +d4 • Targeting +d6 • Technology +d2 • Languages: Cybertronian, English, French, German, Junkian, Portuguese, Russian, Universal Interac PERKS Acute Senses (Vision): Hound is especially aware of visual details, gaining Edge when rolling Alertness using his vision, and ↑1 on a nonAlertness Skill Test when using his vision. Mode Conversion: Cybertronians spend a Standard action to convert between Bot Mode and Alt Mode. Seasoned Warrior: Hound is an established Autobot veteran and can call upon deep reserves of courage, confidence, and experience. Three times per game session, he can reroll the d20 of a Skill Test as long as he isn’t suffering Snag. ATTACKS Focused Blaster (Targeting): +d6, Range 25ft/80ft (1 Energy damage) Hands: 1 Requirements: Bot Mode Only Traits: Computerized Frag Grenade (Athletics): +d4, Range 20ft/50ft (1 Sharp damage Blast: 10ft radius) Hands: 1 Requirements: Bot Mode Only Traits: Consumable, Wrecker Integrated Melee Weapon (Might): +d6, Reach (2 Blunt or Sharp damage) Hands: 1 Requirements: Bot Mode Only Traits: Integrated Ram (Driving): +d4, Reach (1 Blunt damage) Alternate Effects: Trip Requirements: Alt Mode Only; Move at least 10ft before attacking Traits: Integrated Rocket Launcher (Targeting): +d6, Range 100ft/200ft;30ft minimum (1 Sharp damage Blast: 20ft radius) Hands: 2 Traits: Anti-Tank, Mounted, Reload, Wrecker POWERS Holo-Projections (1/scene, Standard): Hound is capable of projecting convincing holograms. These illusions can extend up to 60 feet in every direction from a single point within 30 feet of Hound. When a creature looks at these holograms, Hound attempts a Deception Skill Test against that creature’s Willpower Defense; on a success, the creature believes the illusion to be real. Scramble (1/turn, Move): Moving fast is always the answer. Hound moves no farther than 20 feet, but at least 10 feet. Until the beginning of his next turn, attacks made against him target his Evasion, even if the attack normally dictates the Defense it targets. If the attack hits and normally has an effect with a numeric value (such as 1 Sharp damage), reduce the numeric effect by 1 (to a minimum of 0). GEAR Armor: Medium armor matrix (+2 deflective to Toughness) Weapons: Focused blaster (Targeting sidearm element), rocket launcher, frag grenades (3) Other: Personal communications link, Restricted Mapping Kit HANG-UPS Soft-Sparked: Hound has a benevolent soul, and although he is a soldier, he is not a bloodthirsty one. Hound suffers Snag when attacking any target that has a Condition (Prone, Restrained, etc.) he is aware of. Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.


THE DECEPTICON DIRECTIVE 145 THREATS 5 Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.


146 TRANSFORMERS ROLEPLAYING GAME IRONHIDE One of Optimus Prime’s oldest friends, Ironhide is a veteran Autobot from the first battles on Cybertron. When Kup and he aren’t sharing old war stories, he is working on whatever interesting project is consuming his attention at the moment. THREAT LEVEL: 17 SIZE: Huge/Extended HEALTH: 17 MOVEMENT: 30ft Ground (Bot Mode); 45ft Ground (Alt Mode) STRENGTH: 10 SPEED: 10 SMARTS: 13 SOCIAL: 7 TOUGHNESS: 24 EVASION: 20 WILLPOWER: 23 CLEVERNESS: 17 SKILLS • Alertness +d4 • Animal Handling +d2 • Athletics +d6 • Brawn +d4 • Culture +d8 • Deception +d2 • Driving (Land) +d4* • Initiative +d4 • Intimidation +d4 • Might +d6 • Persuasion +d4 • Science (Chemistry) +d6* • Streetwise +d6 • Survival +d2 • Targeting (Water Gun) +d8* • Technology +d4 • Languages: Cybertronian, English, Junkian, Russian, Spanish, Universal Interac; see I’ve Been Around below PERKS I’ve Been Around: Ironhide has been all over the galaxy and has seen a lot of different people, places, and things. Unless the GM decides otherwise, he can attempt a DIF 15 Culture Skill Test to have a passable knowledge of any language, location, or cultural topic. Mode Conversion: Cybertronians spend a Standard action to convert between Bot Mode and Alt Mode. Rapid Reload: Ironhide hot swaps ammo faster than most pull a trigger. Reloading weapons with the Reload trait is a Free action for him. Seasoned Warrior: Ironhide is an established Autobot veteran and can call upon deep reserves of courage, confidence, and experience. Three times per game session, he can reroll the d20 of a Skill Test as long as he isn’t suffering Snag. ATTACKS Frag Grenade (Athletics): +d4, Range 20ft/50ft (1 Sharp damage Blast: 10ft radius) Hands: 1 Requirements: Bot Mode Only Traits: Consumable, Wrecker Ram (Driving): +d4*, Reach (1 Blunt damage) Alternate Effects: Trip Requirements: Alt Mode Only; Move at least 10ft before attacking Traits: Integrated Reinforced Strike Points (Might): +d6, Reach (2 Blunt damage) Alternate Effects: Maneuver (↓1) Hands: 0 Requirements: Bot Mode Only Water Gun (Targeting): +d8*, Range 30ft/60ft (2 Element Damage) Alternate Effects: 2 Element damage Blast: 10ft radius (↓1); Target is made Asleep, Blinded, Prone, or Restrained (↓2) Hands: 2 Traits: Element, Reload Special: Whenever reloading, choose an Element type for damage POWERS Shrug It Off (1/scene): Ironhide is built to last, ignoring some impacts that would impair others. He can halve the damage (minimum 1) from a single successful attack. GEAR Armor: Modified heavy armor plating (+4 plating to Toughness and Resistance to Sharp damage) Weapons: Water gun (Targeting sidearm element), frag grenades (2) Other: Restricted Chemistry Kit HANG-UPS I’ll Be Fine: Ironhide has been knocked around by titans, blasted by spaceships, burned by a volcano, bounced off a moon at re-entry speeds, and more! He always survives. Because of this, his attitude makes him an awful patient, imposing ↓2 on any Skill Tests to repair his damage. Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.


THE DECEPTICON DIRECTIVE 147 THREATS 5 Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.


148 TRANSFORMERS ROLEPLAYING GAME JAZZ Optimus Prime’s long-time brother-in-arms and Head of Special Operations at the Ark, Jazz is arguably one of the most well-liked members of the Autobots. He is always there, ready with a friendly morale boost or maybe just nearby, singing a local tune. Jazz is a tactical genius, but his real strength comes from the purity of his Spark. THREAT LEVEL: 14 SIZE: Large/Large HEALTH: 14 MOVEMENT: 35ft Ground (Bot Mode); 45ft Ground (Alt Mode) STRENGTH: 8 SPEED: 8 SMARTS: 9 SOCIAL: 9 TOUGHNESS: 20 EVASION: 18 WILLPOWER: 19 CLEVERNESS: 19 SKILLS • Alertness +d4 • Athletics +d4 • Brawn +d2 • Culture (Music) +d8* • Deception +d2 • Driving (Land) +d4* • Initiative +d4 • Intimidation +d4 • Might +d6 • Performance +d8 • Persuasion +d4 • Streetwise +d4 • Survival +d2 • Targeting +d6 • Technology +d2 • Languages: Cybertronian, English, Eurythman, French, Japanese, Nebulanese, Quintesson, Spanish PERKS Is That All You Got?: Jazz has been known to have a reserve of attitude that can keep him going beyond the means of a normal bot. Once per scene, he can ignore any extra effects from an attack that scores a Critical Success. Mode Conversion: Cybertronians spend a Standard action to convert between Bot Mode and Alt Mode. Seasoned Warrior: Jazz is an established Autobot veteran and can call upon deep reserves of courage, confidence, and experience. Three times per game session, he can reroll the d20 of a Skill Test as long as he isn’t suffering Snag. Synch Up: Once per turn when one of Jazz’s allies attacks and misses a target within his range, he can immediately attack that target, even though it is not his turn. ATTACKS Heavy Laser Pistol (Targeting): +d6, Range 40ft/100ft (2 Laser damage) Hands: 1 Requirements: Bot Mode Only Traits: Computerized, Reload Ram (Driving): +d4*, Reach (1 Blunt damage) Alternate Effects: Trip Requirements: Alt Mode Only; Move at least 10ft before attacking Traits: Integrated Rocket Launcher (Targeting): +d6, Range 100ft/200ft; min 30ft (1 Sharp damage Blast: 20ft radius) Hands: 2 Requirements: Bot Mode Only Traits: Anti-Tank, Mounted, Reload, Sharp, Wrecker Unarmed Combat (Might): +d6, Reach (Stun 1) Alternate Effects: 1 Blunt damage (↓1), Maneuver (↓1) Requirements: Bot Mode Only Traits: Martial Arts, Silent POWERS Morale Booster (3/scene, Move): With just a few well-timed words or a joke, Jazz grants all his allies within 100 feet and in communication with him ↑1 to all Skill Tests until the beginning of his next turn. GEAR Armor: Medium armor matrix (+2 deflective to Toughness) Weapons: Heavy laser pistol (Targeting sidearm element), rocket launcher Other: Personal communications link, Limited Repair Kit HANG-UPS Always Everybody’s Friend: Jazz is beloved by all Autobots, and he has benefitted from that for a long time. He is generally reluctant to be the “bad guy” when dealing with friends. When targeting fellow Autobots, Jazz suffers Snag on Deception and Intimidation Skill Tests. Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.


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