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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 149 THREATS 5 Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.


150 TRANSFORMERS ROLEPLAYING GAME JETFIRE Once a Decepticon Seeker, Jetfire has always had a scientifical and logical mind, which is why it was so unexpected for him to follow his heart, betray Starscream and his old squadron, and become an Autobot. He maintains good relations with his new allies, but it is no secret that many harbor doubts about his ultimate allegiance. THREAT LEVEL: 15 SIZE: Large/Long HEALTH: 15 MOVEMENT: 30 ft Ground and 30 ft Aerial (Bot Mode); 60ft Aerial (Alt Mode) STRENGTH: 7 SPEED: 12 SMARTS: 10 SOCIAL: 7 TOUGHNESS: 19 EVASION: 22 WILLPOWER: 20 CLEVERNESS: 17 SKILLS • Acrobatics +d4 • Alertness +d4 • Brawn +d4 • Culture (Decepticons) +d4* • Deception +d4 • Driving (Aerial) +d8* • Initiative +d2 • Intimidation +d2 • Might (Axe) +d6* • Persuasion +d6 • Science +d6 • Streetwise +d4 • Survival +d2 • Targeting +d8 • Technology +d2 • Languages: Cybertronian, English, Korean, Quintesson, Universal Interac, Voin PERKS Earlier is Better than Later: Jetfire is always the first to get into the fight. While in Alt Mode, Free actions used for additional Movement add 10 feet to his Movement instead of 5. By spending enough Free actions, this can more than double his Movement. Mode Conversion: Cybertronians spend a Standard action to convert between Bot Mode and Alt Mode. Seeker Hunter: Jetfire was trained with Starscream’s Seekers, and he knows all of their weaknesses and tells. Once per turn, Jetfire gains ↑1 on an attack targeting a Decepticon Seeker. ATTACKS Concussion Torpedoes (Targeting): +d8, Range 300ft/1000ft (2 Sonic damage Blast: 25ft radius) Alternate Effects: Target is Stunned until end of their next turn Hands: 2 Traits: Computerized, Consumable, Wrecker Energon Axe (Might): +d6*, Reach (2 Energy damage) Alternate Effects: Intimidating, Maneuver (↓1) Hands: 1 Requirements: Bot Mode Only Traits: Martial Arts Flyby (Driving): +d8*, Reach (1 Blunt damage) Alternate Effects: Trip Requirements: Alt Mode Only; Move at least 10ft before attacking Traits: Integrated Particle Rifle (Targeting): +d8, Range 150ft/600ft; min 30ft (1 Energy damage) Alternate Effects: 2 Energy damage (↓1), 3 Energy damage (↓3) Hands: 0 Upgrades: Microtech Weapon (3) Traits: Computerized, Reload POWERS Static Shield (1/scene, Free): Jetfire increases his Evasion by 2 and adds 1 Electric damage to his Flyby attack until the beginning of his next turn. This power comes from an Armor Upgrade. As gear, this can be taken from Jetfire if he is Defeated or removed by force while Grappling. GEAR Armor: Medium armor matrix (+2 deflective to Toughness), static shield Weapons: Energon axe (Might medium melee), particle rifle (Targeting long element), concussion torpedoes (2, Targeting long element) HANG-UPS Forgive Me, Starscream: Starscream was the wingmate and arguably the brother Jetfire never had—until he betrayed the Decepticon. This still plays on Jetfire’s mind, and he always suffers Snag on any attack that could potentially harm Starscream. Once a Decepticon…: Jetfire will always be looked upon by his Autobot peers as a potential security risk; once a traitor, always a traitor. He suffers ↓1 on all Social-based Skill Tests that target Autobots who know of his past allegiance. Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.


THE DECEPTICON DIRECTIVE 151 THREATS 5 Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.


152 TRANSFORMERS ROLEPLAYING GAME KUP A seasoned, tough veteran of any conflict the Autobots have been involved with since “back in his day,” Kup is one of the most well-respected and earnest soldiers in Optimus Prime’s host of loyal Cybertronians. He has a story or war anecdote for every situation, is well-versed in local pop culture from decades ago, and never shies away from a good scrap. He won’t take disrespect—or “guff,” as he calls it—from any of the younger generations of Autobots, even his often-nearby partner from the Targetmaster Corps, Recoil. His Alt Mode is a Cybertronian military vehicle. THREAT LEVEL: 14 SIZE: Large/Long HEALTH: 14 MOVEMENT: 30ft Ground (Bot Mode); 60ft Ground (Alt Mode) STRENGTH: 7 SPEED: 10 SMARTS: 6 SOCIAL: 11 TOUGHNESS: 21 EVASION: 20 WILLPOWER: 16 CLEVERNESS: 21 SKILLS • Alertness +d4 • Animal Handling +d2 • Athletics +d2 • Brawn +d2 • Culture +d4 • Driving (Land) +d4* • Initiative +d6 • Intimidation +d2 • Might +d8 • Performance (War Stories) +d8* • Persuasion +d4 • Streetwise +d6 • Targeting (Sidearms) +d6* • Technology +d4 • Languages: Cybertronian, English, German, Junkian, Universal Interac PERKS Mode Conversion: Cybertronians spend a Standard action to convert between Bot Mode and Alt Mode. Ramming Charge: If Kup makes a Ram attack at the end of a Move action, he receives ↑1 on the Skill Test for each 20 full feet moved directly toward the target. Targetmaster (Recoil): Kup has been paired up with another Cybertronian (named in parentheses) whose Alt Mode is an alternate, more powerful weapon he sometimes has access to. When using his Targetmaster partner’s special attack, he gains Edge on the Attack Skill Test. Veteran of the Wars: When attempting an Alertness Skill Test to gain information or understanding of the current battlefield, Kup gains Edge. ATTACKS Blaster (Targeting): +d6*, Range 25ft/80ft (1 Sharp damage) Hands: 1 Requirements: Bot Mode Only Traits: Ballistic Fender Ports (Targeting): +d6, Range 15ft (1 Laser damage Blast: 15ft cone) Hands: 0 Requirements: Alt Mode Only Traits: Integrated, 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): +d8, Reach (Stun 1) Alternate Effects: 1 Blunt damage (↓1), Maneuver (↓1) Requirements: Bot Mode Only Traits: Martial Arts, Silent POWERS Smokescreen (1/scene, Alt Mode Only, Free): By adding a special additive to his Alt Mode Energon processing systems, Kup can turn his normal exhaust into a thick, blueish-gray smokescreen. This provides Cover for all creatures within 30 feet of Kup for the next 2d4 rounds, or until a strong air current disperses the smoke. GEAR Armor: Heavy armor plating (+4 plating to Toughness) Weapons: Blaster Other: Energon snacks (4, see page 79), Limited Repair Kit HANG-UPS Grumpy Old Bot: Kup doesn’t take disrespect from youngsters well. If subjected to back-talk, disbelief in his war tales, or similar disregard of his age and experience, Kup suffers ↓1 on all Smartsand Social-based Skill Tests for the remainder of the scene (or until apologized to). Storytime: Kup cannot resist telling his old war stories and anecdotes. Whenever asked a question or at the beginning of a discussion, Kup must succeed at a DIF 10 Performance Skill Test to quickly come up with a good tale. If he fails, the story drags on too long and he suffers Snag on his next Skill Test. Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.


THE DECEPTICON DIRECTIVE 153 THREATS 5 Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.


154 TRANSFORMERS ROLEPLAYING GAME MIRAGE As a bot who hails from Cybertron’s high society, Mirage has always enjoyed the finest things in life. Joining the Autobots was as much a status symbol for him as it was a way to protect his family’s holdings and position, but it has evolved into a more personal mission—sometimes. THREAT LEVEL: 6 SIZE: Large/Long HEALTH: 6 MOVEMENT: 40ft Ground (Bot Mode); 60ft Ground (Alt Mode) STRENGTH: 3 SPEED: 7 SMARTS: 3 SOCIAL: 5 TOUGHNESS: 14 EVASION: 17 WILLPOWER: 13 CLEVERNESS: 15 SKILLS • Alertness +d2 • Athletics +d4 • Culture +d4 • Deception +d6 • Driving (Land) +d6* • Initiative +d2 • Might +d2 • Persuasion +d4 • Targeting +d4 • Languages: Cybertronian, English, Italian, Universal Interac PERKS Fast Conversion: Mirage spends a Free action to convert between Bot Mode and Alt Mode. On the Move: Mirage tries to always be moving when in a conflict. He can’t suffer Snag on an Attack Skill Test after moving at least 30 feet during his turn. ATTACKS Blaster (Targeting): +d4, Range 25ft/80ft (1 Sharp damage) Hands: 1 Requirements: Bot Mode Only Traits: Ballistic Ram (Driving): +d6*, Reach (1 Blunt damage) Alternate Effects: Trip Requirements: Alt Mode Only; Move at least 10ft before attacking Traits: Integrated Rocket Launcher (Targeting): +d4, 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): +d2, 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. Mirage can turn Invisible until the end of his turn. Holo-Projections (2/scene, Standard): Mirage 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 Mirage. When a creature looks at these holograms, Mirage attempts a Deception Skill Test against that creature’s Willpower Defense; on a success, the creature believes the illusion to be real. GEAR Armor: Light armor matrix (+1 deflective to Toughness) Weapons: Blaster, rocket launcher Other: Personal communications link, Energon snacks (2, see page 79) HANG-UPS This War is Getting Old: Mirage comes from a high-class upbringing on Cybertron, and while he still does his part as an Autobot, he feels the war is beneath him. He can’t use or receive benefit from the Lend Assistance action during a combat scene. Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.


THE DECEPTICON DIRECTIVE 155 THREATS 5 Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.


156 TRANSFORMERS ROLEPLAYING GAME OMEGA SUPREME The last surviving member of the so-called Guardian Robots, Omega Supreme is the largest and arguably most powerful Autobot known to exist. He is a truly massive warrior that is seldom longwinded, preferring to use actions to explain what he’s thinking at any given time. Whether as a towering robot that stands over a hundred feet tall or in its rocket base Alt Mode, anywhere Omega Supreme goes, Decepticons falter. THREAT LEVEL: 25 SIZE: Titanic/Titanic HEALTH: 30 MOVEMENT: 40ft Ground (Bot Mode); 60ft (30ft) Aerial (Alt Mode) STRENGTH: 20 SPEED: 10 SMARTS: 15 SOCIAL: 11 TOUGHNESS: 34 EVASION: 20 WILLPOWER: 25 CLEVERNESS: 21 SKILLS • Alertness +d6 • Animal Handling +d4 • Athletics +d4 • Brawn +d8 • Conditioning +5 • Culture +d6 • Deception +d2 • Driving (Aerospace) +d6* • Initiative +d2 • Intimidation +d8 • Might (Claw) +d8* • Performance +d4 • Persuasion +d6 • Science +d6 • Streetwise +d6 • Survival +d4 • Targeting (Integrated Weapons) +d8* • Technology +d8 • Languages: Cybertronian, English, Junkian, Quintesson, Universal Interac PERKS Body Displacement: When Omega Supreme launches the rocket portion of his Alt Mode using his Aerospace Movement, the entirety of his body (the rest of the launchpad) is tethered to the rocket through Unspace via a special connection to his Spark. So, despite leaving behind 70% of his mass when he takes off, the launchpad will reappear and be waiting for the rocket to rejoin it when it begins its landing process. Guardian’s Mantle: Once a peacekeeper and protector of Cybertron, Omega Supreme can’t suffer from any of the following Conditions (unless Defeated): Blinded, Deafened, Frightened, Mesmerized, Stunned, or Unconscious. Slow Conversion: Omega Supreme spends his entire turn’s worth of actions to convert between Bot Mode and Alt Mode. Titanic Shell: Unless the attacker is of Gigantic size or larger, Omega Supreme is immune to all Conditions and critical effects caused by their attacks, Perks, Powers, or other game effects. ATTACKS Crushing Claw (Might): +d8*, Reach (3 Blunt damage) Alternate Effects: 3 Blunt damage—Multiple (5) Targets (Reach, ↓1), Maneuver Requirements: Bot Mode Only Traits: Martial Arts Flyby (Driving): +d6*, Reach (3 Blunt damage) Alternate Effects: Trip Requirements: Alt Mode Only; Move at least 10ft before attacking Traits: Integrated Fusion Cannon (Targeting): +d8*, Range 80ft/250ft (3 Energy damage) Hands: 0 Requirements: Bot Mode Only Traits: Anti-Tank, Integrated, Reload, Wrecker Special: This attack ignores Resistance Multiple Missile System (Targeting): +d8*, Range 100ft/300ft; min 40ft (2 Fire damage) Alternate Effects: 1 Fire damage Blast: 50ft radius (↑2) Hands: 0 Traits: Computerized, Inaccurate (↓1), Integrated, Reload, Wrecker Particle Point Defense Array (Targeting): +d8*, Range 100ft/200ft (1 Sharp damage) Hands: 0 Traits: Accurate (↑2), Ballistic, Computerized, Integrated, Multi-Weapon (3), Reload POWERS Crush (1/turn, Bot Mode Only, Free): Any target that is currently Grappled by Omega Supreme’s Crushing Claw at the beginning of his turn automatically suffers 5 Blunt damage. Memory of Centuries (1/turn, Move): Omega Supreme has lived a long time, and has rocketed all over the galaxy. If he stops to think for just a moment, he can recall pieces of his long and winding history, allowing him to treat any single non-combat skill as being Specialized for one Skill Test. Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.


THE DECEPTICON DIRECTIVE 157 THREATS 5 Stomp! (2/scene, Bot Mode Only, Standard): Omega Supreme rolls a Brawn Skill Test, then all ground-based creatures within 60ft of Omega Supreme must roll their own Brawn Skill Test. For every 5 Omega Supreme’s result exceeds the result of each target, that target takes 1 Sonic damage; any creature that takes at least 1 Sonic damage is knocked Prone. GEAR Armor: Heavy armor plating (+4 plating to Toughness) Weapons: Crushing claw (Might integrated melee), fusion cannon (Targeting integrated element), multiple missile system (Targeting integrated explosive), particle point defense array (Targeting integrated projectile) HANG-UPS Not a Conversationalist: Omega Supreme isn’t terribly chatty and doesn’t like to put ideas into words when he could communicate things differently. Any Social-based Skill Tests Omega Supreme attempts with more than a few words of verbal components suffers Snag. Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.


158 TRANSFORMERS ROLEPLAYING GAME OPTIMUS PRIME The most famous leader of the Autobots, Optimus Prime is the backbone of the entire faction and the bearer of the Matrix of Leadership. Originally just another organizational clerk on Cybertron’s middle levels named Orion Pax, he was chosen to lead and carry the energy of the Primes within him. He is a devoted leader and a brave soldier, and there isn’t an Autobot who doesn’t look up to him. In the war against his nemesis Megatron, few stand taller or prouder than Optimus Prime. THREAT LEVEL: 22 SIZE: Huge/Extended II HEALTH: 25 MOVEMENT: 35ft Ground (Bot Mode); 45ft Ground (Alt Mode) STRENGTH: 15 SPEED: 11 SMARTS: 11 SOCIAL: 13 TOUGHNESS: 28 EVASION: 21 WILLPOWER: 21 CLEVERNESS: 23 SKILLS • Alertness +d6 • Animal Handling +d2 • Athletics +d4 • Brawn +d8 • Conditioning +2 • Culture +d4 • Deception +d2 • Driving (Land) +d8* • Initiative +d4 • Intimidation +d4 • Might (Blades) +d8* • Performance +d2 • Persuasion (Leadership) +d12* • Science +d2 • Streetwise +d6 • Survival +d4 • Targeting +d8 • Technology +d6 • Languages: Cybertronian, Dutch, English, German, Japanese, Quintesson, Spanish, Universal Interac PERKS Barrel Through: Optimus Prime gains ↑1 on Maneuver attacks. When he Rams a target, if he moved at least 20ft before the attack, he deals 1 additional Blunt damage on a success, including if he used Ram to trip his target. Mode Conversion: Cybertronians spend a Standard action to convert between Bot Mode and Alt Mode. One Shall Stand…: Optimus Prime has a seemingly supernatural ability to withstand damage when he sets his Spark to a task. Every time Optimus Prime is reduced to 0 Health by an enemy attack, Perk, or Power, he immediately attempts a DIF 16 Survival Skill Test; if successful he is returned to 1 Health and may continue to fight! ATTACKS Ion Blaster (Targeting): +d8, Range 60ft/150ft (3 Electromagnetic damage or 3 Energy damage) Alternate Effects: 3 Electromagnetic damage or 3 Energy damage—Multiple (2) Targets (60ft, ↓1) Hands: 1 Requirements: Bot Mode Only Traits: Armor Piercing Modified Energon Blade (Might): +d8*, Reach (2 Sharp damage) Alternate Effects: 2 Sharp damage and 1 Energy Damage (↓1), Intimidating, Maneuver Hands: 1 Requirements: Bot Mode Only Traits: Computerized Ram (Driving): +d8*, Reach (2 Blunt damage) Alternate Effects: Trip Requirements: Alt Mode Only; Move at least 10ft before attacking Traits: Integrated Roller’s Turret (Technology): +d8, Range 30ft/80ft (1 Sharp damage) Alternate Effects: 1 Sharp damage—Multiple (3) Targets (30ft, ↓1) Requirements: Roller Drone Only Traits: Ballistic, Computerized, Integrated Unarmed Combat (Might): +d8, Reach (Stun 2) Alternate Effects: 2 Blunt damage (↓1), Maneuver (↓1) Requirements: Bot Mode Only Traits: Martial Arts, Silent POWERS Autobots, Roll Out! (1/scene, Free): When Optimus Prime orders his Autobots to mobilize, they are invigorated to do so. All of Optimus Prime’s allies in the scene gain 5 feet to their Movements in Alt Mode for the next 2d4 turns. Combat Deck Assist (1/turn, Bot Mode Only, Free): When he is in Bot Mode, Optimus Prime’s Alt Mode trailer turns into a stationary support combat deck, complete with its own sensors, weapon linkages, and more. Once per turn, the Combat Deck uses the Lend Assistance action to Optimus Prime or one ally within 100 feet. Drone Control (1/turn, Bot Mode Only, Free): When he is in Bot Mode, Optimus Prime’s Alt Mode trailer releases a wheeled drone named Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.


THE DECEPTICON DIRECTIVE 159 THREATS 5 Roller. By spending a Free action, Optimus Prime transmits orders to Roller, which can comprise a combination of one Standard action and one Move action. All Roller’s Skill Tests (such as attacks using its turret) use Optimus Prime’s Technology skill. Light Our Darkest Hour (1/scene, Standard): In extreme circumstances, Optimus Prime opens his chassis and uses the Primus energy from within the Matrix of Leadership to astonishing degrees. This leaves Optimus Prime Stunned for 2d2 rounds and performs one of the following effects: • Repair up to 5 Health for all allies within 100 feet, though Optimus Prime suffers 3 damage per ally aided in this way. • Inflict 3 Energy damage and Blind all enemies within 100 feet, though Optimus Prime suffers 5 damage per enemy damaged in this way. • Replenish up to 3 Energon Points to all allies within 100 feet, though Optimus Prime suffers 1 damage per ally aided in this way. • Activate a special scene-based game effect, though Optimus Prime is Defeated at end of the round (GM’s discretion). GEAR Armor: Modified hull reinforcements (+3 plating to Toughness) Weapons: Ion blaster (Targeting medium element), modified Energon blade (Might integrated melee) Other: Matrix of Leadership, combat deck platform, Roller drone HANG-UPS Burden of Leadership: Being the leader of the Autobots is a difficult task, but Optimus bears that burden well, and will do so until his Spark fades. If any allies are still in harm’s way during a fight, Optimus Prime won’t voluntarily move away from them; he suffers Snag on all Skill Tests on a turn he is forced to do so. Protect the Innocent: Optimus Prime will go to any lengths to make sure that no innocent lives are put in harm’s way, taking any necessary actions on his turn to put himself in between a threatening situation and the most innocent bystanders or injured allies. Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.


160 TRANSFORMERS ROLEPLAYING GAME PERCEPTOR Master engineer and research scientist amongst the Autobots, Perceptor is also a leading officer and the head of the Science Corps. He is a believer that all things can be sleuthed out using science, even if that means calculating the best trajectory for his next salvo! THREAT LEVEL: 16 SIZE: Huge/Extended HEALTH: 16 MOVEMENT: 30ft Ground (Bot Mode); 40ft Ground (Alt Mode) STRENGTH: 4 SPEED: 9 SMARTS: 16 SOCIAL: 9 TOUGHNESS: 16 EVASION: 19 WILLPOWER: 26 CLEVERNESS: 19 SKILLS • Alertness +d8 • Animal Handling +d4 • Athletics +d2 • Brawn +d2 • Culture +d4 • Driving +d2 • Infiltration +d4 • Initiative +d4 • Might +d4 • Performance +d2 • Persuasion (Leadership) +d6* • Science (Research) +d10* • Streetwise +d4 • Targeting +d8 • Technology +d8 • Languages: Cybertronian, English, Nebulanese, Quintesson, Universal Interac; see Universal Translator below PERKS Acute Senses (Vision): Perceptor 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. Scientific Methods: Perceptor knows how to use logic and scientific learning to nearly any ends. Once per turn, he can substitute his Science skill for any other skill. Superscope Alt Mode: Perceptor has an additional Alt Mode that is a Large sized superscope unit. While Perceptor has a base Ground Movement of 0ft in this Alt Mode has a base Movement value of 0, he gains ↑2 on all visual research or study of a single target. Universal Translator: Perceptor is capable of deciphering or translating all known languages with a 6-second delay. Veteran of the Wars: When attempting an Alertness Skill Test to gain information or understanding of the current battlefield, Perceptor gains Edge. ATTACKS Blaster (Targeting): +d8, Range 25ft/80ft (1 Sharp damage) Hands: 1 Requirements: Bot Mode Only Traits: Ballistic Hardlight Launcher (Targeting): +d8, Range 75ft/200ft (2 Laser Damage) Alternate Effects: 2 Laser damage Blast: 10ft radius (↓1), Target is Blinded (↓1) Hands: 0 Traits: Integrated Photonic Grenade (Athletics): +d4, Range 20ft/50ft (Stun 1 Blast: 10ft radius) Alternate Effects: Target is Blinded for 2d2 rounds Hands: 1 Traits: Consumable 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 POWERS Know Weakness (Move): Perceptor attempts an Alertness Skill Test against a target’s Cleverness Defense; this target must be within 200ft of Perceptor. If successful, he knows all of the target’s Hang-Ups and his attacks ignore any Resistances the target might possess. GEAR Armor: Medium armor matrix (+2 deflective to Toughness) Weapons: Blaster, hardlight launcher (Targeting integrated element), photonic grenades (2, Athletics sidearm explosive) Other: Data recording and storage unit, Restricted Research Kit HANG-UPS Thinks Too Much: Perceptor can often get caught overthinking a situation or get distracted by a wayward thought or concept. He suffers Snag on any Skill Tests attempted during the first round of combat. Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.


THE DECEPTICON DIRECTIVE 161 THREATS 5 Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.


162 TRANSFORMERS ROLEPLAYING GAME PROWL Prowl, a strict military strategist who believes in tactical superiority over frivolity, has a dedication to learning and logic that can make him seem stuffy, cold, and unfriendly. Even so, he is open to adjusting his mindset and his plans to achieve victory for the Autobots. His Alt Mode resembles an Earth police crusier. THREAT LEVEL: 12 SIZE: Common HEALTH: 12 MOVEMENT: 40 ft Ground (Bot Mode); 60 ft Ground (Alt Mode) STRENGTH: 8 SPEED: 10 SMARTS: 7 SOCIAL: 5 TOUGHNESS: 19 EVASION: 20 WILLPOWER: 17 CLEVERNESS: 15 SKILLS • Alertness +d6 • Athletics +d4 • Brawn +d2 • Culture (Tactics) +d4* • Deception +d4 • Driving (Land) +d6* • Initiative +d4 • Intimidation +d4 • Might +d6 • Persuasion +d4 • Streetwise +d2 • Targeting (Sidearms) +d6* • Technology +d2 • Languages: Cybertronian, English, Junkian, Quintesson, Universal Interac PERKS Bang Bang: Prowl makes every shot count. He can attack twice instead of once when using the Attack action to attack with a ballistic weapon. Gestalt Combiner (Universal Component): Prowl is designed to connect and combine with other Cybertonians to become part of a larger, potentially more powerful, robot Combiner Megaform. Mode Conversion: Cybertronians spend a Standard action to convert between Bot Mode and Alt Mode. ATTACKS Acid Pellet Pistol (Targeting): +d6*, Range 30ft/70ft (1 Acid damage) Alternate Effects: 1 Acid damage—Multiple (2) Targets (30ft, ↓1) Hands: 1 Requirements: Bot Mode Only Traits: Ballistic, Reload Stunner (Targeting): +d6*, Range 10ft/20ft (Stun 1) 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 (Might): +d6, Reach (Stun 1) Alternate Effects: 1 Blunt damage (↓1), Maneuver (↓1) Requirements: Bot Mode Only Traits: Martial Arts, Silent POWERS Tactical Adjustments (1/scene, Standard): Prowl takes a quick assessment of the situation, allowing himself and any allies in communication range within the scene to immediately reroll their Initiative order with a ↑1 bonus. Target Vulnerability (3/scene, Free): Prowl quickly assesses the best way to overcome an enemy. Before he attacks with a one-handed weapon, he can attempt an Alertness Skill Test against a target’s Willpower or Cleverness Defense. On a success, his first successful attack that turn deals 1 additional damage. GEAR Armor: Light armor matrix (+1 deflective to Toughness) Weapons: Acid pellet pistol (Targeting sidearm element), stunner (see page 71) Other: Encrypted communications transmitter, stasis cuffs (3, see page 76) HANG-UPS I Like Being on My Own: Despite his ability to join with others tactically and physically, Prowl doesn’t like to have to rely on the erratic actions of others and cannot benefit from the Lend Assistance action. Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.


THE DECEPTICON DIRECTIVE 163 THREATS 5 Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.


164 TRANSFORMERS ROLEPLAYING GAME RATCHET Ratchet is the chief medical officer for the Autobots as well as one of Optimus Prime’s most trusted and revered sub-commanders. Fun and lighthearted whenever he can be, this battlefield medic knows when to set aside jokes and mirth in favor of picking up his gun and being ready to patch up anyone in need. THREAT LEVEL: 15 SIZE: Huge/Extended HEALTH: 15 MOVEMENT: 35ft Ground (Bot Mode); 45ft Ground (Alt Mode) STRENGTH: 6 SPEED: 10 SMARTS: 12 SOCIAL: 8 TOUGHNESS: 18 EVASION: 20 WILLPOWER: 22 CLEVERNESS: 18 SKILLS • Alertness +d4 • Animal Handling +d2 • Athletics +d4 • Brawn +d4 • Culture +d4 • Deception +d4 • Driving +d4 • Finesse +d6 • Infiltration +d2 • Initiative +d4 • Might +d4 • Performance +d2 • Persuasion +d6 • Science +d6 • Streetwise +d2 • Targeting +d4 • Technology (Repair) +d8* • Languages: Cybertronian, Catharsian, English, French, Japanese, Junkian, Korean, Quintesson, Universal Interac PERKS Always Helpful: Ratchet can always Lend Assistance using a Free Action to any ally within line of sight and in communication range, regardless of his skills and situation. Can You Point at What Hurts?: Ratchet is a student of utility, and he knows how to say a few important phrases in nearly every spacefaring language. This allows him to communicate in a limited fashion, imposing Snag on verbal-based Skill Tests with any culture whose language he doesn’t speak. Mode Conversion: Cybertronians spend a Standard action to convert between Bot Mode and Alt Mode. Veteran of the Wars: When attempting an Alertness Skill Test to gain information or understanding of the current battlefield, Ratchet gains Edge. ATTACKS Heavy Laser Pistol (Targeting): +d4, Range 40ft/100ft (2 Laser damage) Hands: 1 Requirements: Bot Mode Only Traits: Computerized, Reload Integrated Cutting Saw (Finesse): +d6, Reach (1 Sharp damage) Alternate Effects: 2 Sharp damage (↓1) Hands: 0 Requirements: Bot Mode Only Traits: Armor Piercing, Integrated 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): +d4, Reach (Stun 1) Alternate Effects: 1 Blunt damage (↓1), Maneuver (↓1) Requirements: Bot Mode Only Traits: Martial Arts, Silent POWERS Force Field (1/scene, Free): Ratchet can increase his Toughness and Evasion Defenses by 2 each until the beginning of his next turn. This power comes from an Armor Upgrade. As gear, this can be taken from Ratchet if he is Defeated or removed by force while Grappling. Spark Drive (Standard): Ratchet can heal his fellow Autobots of all kinds of troublesome effects. He can attempt a DIF 12 Technology (Repair) Skill Test to remove any Condition (except Defeated) from a target within his natural reach. This’ll Hold for Now (3/scene, Standard): Ratchet can attempt a DIF 10 Technology (Repair) Skill Test when within his natural reach of an injured mechanoid. On a success, the ally regains 1 Health; this increases by 1 for every 5 by which Ratchet’s result exceeds the DIF. GEAR Armor: Medium armor matrix (+2 deflective to Toughness), force field Weapons: Heavy laser pistol (Targeting sidearm element), integrated cutting saw (Finesse integrated melee) Other: Injectable Energon snacks (4, see page 79), Restricted Repair Kit HANG-UPS I Took an Oath!: Ratchet takes his role as battlefield medic seriously; he must attempt to move to a point within 5 feet of a damaged ally with 5 or fewer Health. If blocked or unable, Ratchet suffers ↓1 on all Skill Tests from the frustrated distraction until he heals an ally. Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.


THE DECEPTICON DIRECTIVE 165 THREATS 5 Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.


166 TRANSFORMERS ROLEPLAYING GAME RECORDABOTS Eject One of Blaster’s mini-cassette minions, Eject loves anything sports and sports-adjacent. He fills his mind, free time, and even vocabulary with sports. Always happy to give a new game or exercise a chance, Eject loves being on Earth more than most Cybertronians—if only because of the myriad volume of sports across the world. THREAT LEVEL: 3 SIZE: Common/Small HEALTH: 3 MOVEMENT: 30ft Ground (Bot Mode); 0ft (Alt Mode) STRENGTH: 4 SPEED: 2 SMARTS: 4 SOCIAL: 2 TOUGHNESS: 14 EVASION: 12 WILLPOWER: 14 CLEVERNESS: 12 SKILLS • Acrobatics +d2 • Alertness +d2 • Athletics +d4 • Brawn +d2 • Culture (Sports) +d4* • Might +d2 • Performance +d2 • Streetwise +d2 • Targeting +d2 • Languages: Cybertronian, English PERKS Brawler: Eject is a skilled hand-to-hand fighter who knows the best ways to apply fast and brutal attacks with his hands, elbows, feet, and anything else he needs to when engaged up close. He gains ↑1 with his unarmed attacks, which automatically inflict Blunt damage. Mode Conversion: Cybertronians spend a Standard action to convert between Bot Mode and Alt Mode. ATTACKS Mini-Laser (Targeting): +d2, Range 30ft/60ft (1 Laser damage) Hands: 1 Requirements: Bot Mode Only Traits: Computerized Unarmed Combat (Might): +d2, Reach (1 Blunt damage) Alternate Effects: Maneuver (↓1) Requirements: Bot Mode Only Traits: Martial Arts, Silent POWERS Diving Strike (Move and Standard, Bot Mode Only): Eject leaps up to 20ft toward a target, bypassing any Rough Terrain along the way, and must end adjacent to that target. Eject then makes an Unarmed Combat attack against the target; if successful, he deals an additional point of damage. After the attack, Eject becomes Prone. GEAR Weapons: Mini-laser (Targeting sidearm element) HANG-UPS Cassette Alt Mode: Eject’s Alt Mode is that of a rectangular data-storage cassette that cannot move on its own but may spend a Free action to join with or exit from Blaster, the Cassette Minion Master he is linked with. Good Sport: Eject embodies the essence of good sportsmanship and fair play when he is in combat and will refuse to fight dirty or outnumber a similarly skilled opponent. If ever forced to use underhanded tactics or gang up on a lesser foe, Eject suffers ↓1 on all Skill Tests from the internalized disappointment until the odds are evened or the enemy is Defeated. Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.


THE DECEPTICON DIRECTIVE 167 THREATS 5 Ramhorn Blaster’s least subtle mini-cassette minion, Ramhorn is a mighty force crammed into a small package. This rhinoceros-shaped bot is capable of smashing through an enemy’s defenses with ease, as long as patience isn’t part of the plan. THREAT LEVEL: 4 SIZE: Common/Small HEALTH: 5 MOVEMENT: 35ft Ground (Bot Mode); 0ft (Alt Mode) STRENGTH: 8 SPEED: 3 SMARTS: 2 SOCIAL: 1 TOUGHNESS: 19 EVASION: 13 WILLPOWER: 13 CLEVERNESS: 11 SKILLS • Alertness +d2 • Athletics +d2 • Brawn +d8 • Conditioning +1 • Initiative +d2 • Might +d4 • Persuasion +d2 • Survival +d2 • Targeting +d4 • Languages: Cybertronian, Afrikaans, English PERKS Charging Impact: Ramhorn can put significant force behind his attacks with a running charge. Any Might-based attack he makes after moving at least 30ft in a straight line can use his Brawn skill (instead of Might) and gains the Maneuver alternate effect. Mode Conversion: Cybertronians spend a Standard action to convert between Bot Mode and Alt Mode. ATTACKS Durabyllium Horn (Might): +d4, Reach (1 Blunt damage) Hands: 0 Requirements: Bot Mode Only Traits: Integrated Micro-Missile Launcher (Targeting): +d4, Range 60ft/150ft (2 Fire damage) Alternate Effects: 1 Fire damage Blast: 20ft radius (↑2) Hands: 0 Requirements: Bot Mode Only Traits: Computerized, Inaccurate (↓1), Integrated, Reload, Wrecker Unarmed Combat (Might): +d4, Reach (Stun 1) Alternate Effects: 1 Blunt damage (↓1), Maneuver (↓1) Requirements: Bot Mode Only Traits: Martial Arts, Silent GEAR Armor: Light armor plating (+1 plating to Toughness) Weapons: Durabyllium horn (Might integrated melee), micro-missile launcher (Targeting integrated explosive) HANG-UPS Cassette Alt Mode: Ramhorn’s Alt Mode is that of a rectangular data-storage cassette that cannot move on its own but may spend a Free action to join with or exit from Blaster, the Cassette Minion Master he is linked with. Rage: Ramhorn can get easily distracted by his temper. If injured or targeted by a skill that is designed to taunt or mock him, Ramhorn suffers ↓1 on all Skill Tests that do not target the source of his anger or frustration until the end of his next turn. Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.


168 TRANSFORMERS ROLEPLAYING GAME Rewind Eject’s nerdy twin brother, Rewind is the intellectual of the pair and a collector of obscure data. This continuously talkative font of randomly useful knowledge enjoys learning and dissecting information with the same fervor that his brother enjoys a good sporting event. THREAT LEVEL: 3 SIZE: Common/Small HEALTH: 3 MOVEMENT: 30ft Ground (Bot Mode); 0ft (Alt Mode) STRENGTH: 1 SPEED: 3 SMARTS: 6 SOCIAL: 2 TOUGHNESS: 12 EVASION: 13 WILLPOWER: 16 CLEVERNESS: 12 SKILLS • Acrobatics +d2 • Alertness +d2 • Culture +d4 • Might +d2 • Science +d4 • Streetwise +d4 • Targeting +d4 • Technology +d2 • Languages: Cybertronian, English, French, Japanese, Junkian, 2 local languages PERKS Data Assessor: If allowed to access his data storage systems or a central database of some kind (which includes the Earth-based internet), Rewind gains ↑1 to Culture, Science, and Streetwise Skill Tests. Mode Conversion: Cybertronians spend a Standard action to convert between Bot Mode and Alt Mode. 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 POWERS Blinding Light (1/scene, Move and Standard): By accessing the crystal fiber-optic information matrix in his chest, Rewind can emit a dazzling and brilliant blast of light. Rewind attempts a single Technology Skill Test, comparing the result to the Evasion Defense of each sighted creatures within a 30ft cone. On a success, the creature is Blinded for 2d2 rounds. GEAR Weapons: Mini-laser (Targeting sidearm element) HANG-UPS Cassette Alt Mode: Rewind’s Alt Mode is that of a rectangular data-storage cassette that cannot move on its own but may spend a Free action to join with or exit from Blaster, the Cassette Minion Master he is linked with. Research Aficionado: Rewind lives for the hunt of new and interesting information. If ever faced with a way to gain or learn new information, Rewind suffers ↓1 on all Skill Tests until he makes some kind of effort to uncover that unknown data. Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.


THE DECEPTICON DIRECTIVE 169 THREATS 5 Steeljaw A tracker of unmatched skill, Steeljaw is a trick that Blaster keeps up his sleeve until it is time to launch the leonine mini-cassette out to find all those who never want to be found! THREAT LEVEL: 3 SIZE: Common/Small HEALTH: 3 MOVEMENT: 45ft Ground (Bot Mode); 0ft (Alt Mode) STRENGTH: 2 SPEED: 4 SMARTS: 4 SOCIAL: 2 TOUGHNESS: 13 EVASION: 14 WILLPOWER: 14 CLEVERNESS: 12 SKILLS • Alertness +d4 • Athletics +d4 • Finesse +d4 • Performance +d2 • Streetwise +d2 • Survival +d4 • Targeting +d4 • Languages: Cybertronian, English PERKS Leaping Death: Steeljaw’s movements don’t trigger Contingency actions, and he gains ↑1 on melee attacks made in the same round after he moves. Mode Conversion: Cybertronians spend a Standard action to convert between Bot Mode and Alt Mode. Sensor Upgrade: As long as he is given a radiation, energy, or wavelength signature to follow, Steeljaw always counts as being Specialized in Tracking for Alertness and Survival Skill Tests. ATTACKS Omni-Ferrous Claws (Finesse): +d4, Reach (1 Sharp damage) Alternate Effects: 1 Sharp damage—Multiple (2) Targets (Reach, ↓1) Hands: 0 Requirements: Bot Mode Only Traits: Integrated, Silent Pellet Guns (Targeting): +d4, Range 30ft/75ft (1 Blunt damage) Hands: 0 Requirements: Bot Mode Only Traits: Integrated, Reload Tritanium Jaws (Finesse): +d4, Reach (1 Sharp damage) Alternate Effects: Target is Grappled Hands: 0 Requirements: Bot Mode Only Traits: Integrated, Silent POWERS EM Adherence (Move, Alt Mode Only): Steeljaw’s cassette Alt Mode generates a light electromagnetic charge that allows him to stick to any metallic object within 15ft. GEAR Armor: Light armor matrix (+1 deflective to Toughness) Weapons: Omni-ferrous claws (Finesse integrated melee), pellet guns (Targeting integrated projectile), Tritanium jaws (Finesse integrated melee) HANG-UPS Cassette Alt Mode: Rewind’s Alt Mode is that of a rectangular data-storage cassette that cannot move on its own but may spend a Free action to join with or exit from Blaster, the Cassette Minion Master he is linked with. Curious Odors: Steeljaw is very interested in the smells of the worlds around him. Anytime he is not actively locked onto a specific scent for tracking purposes, he suffers ↓1 to Alertness and Initiative Skill Tests from olfactory distractions. Rust?!?: Steeljaw is oddly susceptible to rust and any kind of corrosive elements. Attacks and game effects that cause Acid damage (or similar results) gain Edge against him. Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.


170 TRANSFORMERS ROLEPLAYING GAME ROLLBAR Somewhat of a sneak and a thief, Rollbar is one Autobot who never gives anything but his absolute best. He might not be powerful, but he is always happy to do his part in the plan. Someone will have his back… right? THREAT LEVEL: 4 SIZE: Large/Long HEALTH: 4 MOVEMENT: 30ft Ground (Bot Mode); 45ft Ground (Alt Mode) STRENGTH: 2 SPEED: 8 SMARTS: 2 SOCIAL: 2 TOUGHNESS: 13 EVASION: 18 WILLPOWER: 12 CLEVERNESS: 12 SKILLS • Acrobatics +d4 • Alertness +d4 • Athletics +d4 • Driving +d2 • Finesse +d2 • Infiltration +d4 • Persuasion +d2 • Streetwise +d2 • Targeting +d4 • Languages: Cybertronian, English, Junkian, Voin PERKS Fast Conversion: Rollbar can spend a Free action to convert between Bot Mode and Alt Mode. Enhanced Leap: Rollbar has enhanced his legs and shock absorption systems, allowing him to jump greater distances, even in his Alt Mode. Not only can he jump normally in Alt Mode, but in Bot Mode his jump distance is tripled. Throttlebot: Designed for short bursts of speed and agility, Rollbar isn’t limited in how many of his Free actions he may spend in any given turn to add to his movement. In addition, he can spend a Free action to gain ↑1 to Athletics Skill Tests attempted this turn; this bonus is cumulative. 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 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: Light armor matrix (+1 deflective to Toughness) Weapons: Blaster Other: Personal communications Link, Limited Sensor Kit HANG-UPS Gung-Ho!: Rollbar is always excited to be part of the plan, the mission, and the action. This often leads him to act impulsively and makes him suffer ↓1 to any Skill Test that was triggered as a Contingency action. Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.


THE DECEPTICON DIRECTIVE 171 THREATS 5 Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.


172 TRANSFORMERS ROLEPLAYING GAME SIDESWIPE Sideswipe is not what most Autobots consider to be a good example of Prime’s teachings. He is reckless, uncaring for his foes, and sometimes acts like a bully. He is devoted to winning no matter the cost. THREAT LEVEL: 10 SIZE: Large/Long HEALTH: 10 MOVEMENT: 30ft Ground (Bot Mode); 45ft Ground (Alt Mode) STRENGTH: 8 SPEED: 7 SMARTS: 5 SOCIAL: 6 TOUGHNESS: 20 EVASION: 17 WILLPOWER: 15 CLEVERNESS: 16 SKILLS • Alertness +d4 • Athletics +d4 • Brawn +d4 • Culture +d2 • Deception +d6 • Driving +d4 • Initiative +d4 • Intimidation +d4 • Might +d4 • Performance +d2 • Persuasion +d2 • Streetwise +d2 • Targeting +d6 • Technology +d4 • Languages: Cybertronian, English, Italian, Junkion PERKS Glory Hound: There is little more thrilling than a victorious moment. Once per round when Sideswipe rolls a Critical Success where he knows someone is watching, he can immediately perform one additional Standard action. Mode Conversion: Cybertronians spend a Standard action to convert between Bot Mode and Alt Mode. No Escape: Sideswipe is a brutal fighter, and rarely lets up when he has an advantage. Once per round when an enemy moves within the reach of one of his melee attacks, he interrupts their movement to immediately attack them with that attack. Reckless Driving: Sideswipe 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 Blaster (Targeting): +d6, Range 25ft/80ft (1 Sharp damage) Hands: 1 Requirements: Bot Mode Only Traits: Ballistic Integrated Particle Rifle (Targeting): +d6, Range 150ft/600ft; min 30ft (1 Energy damage) Alternate Effects: 2 Energy damage (↓1), 3 Energy damage (↓3) Hands: 0 Traits: Armor Piercing, Computerized, Integrated Reload Pneumatic Punches (Might): +d4, Reach (1 Blunt damage) Alternate Effects: 2 Blunt damage (↓1), Maneuver (↓1) Requirements: Bot Mode Only Traits: Martial Arts, Silent Ram (Driving): +d4, Reach (1 Blunt damage) Alternate Effects: Trip Requirements: Alt Mode Only; Move at least 10ft before attacking Traits: Integrated POWERS Thrusters (3/scene, Free): Sideswipe has powerful jet-like thrusters. In Bot Mode, they grant him a 30ft Aerial Movement speed until the end of his turn. In Alt Mode, they add an additional 30ft to his base Ground Movement until the end of his turn, as long as he moves in a straight line. GEAR Armor: Medium armor matrix (+2 deflective to Toughness) Weapons: Blaster, particle rifle (see page 72), pneumatic punches (Might integrated melee) HANG-UPS Sibling Rivalry: Sideswipe is always trying to outdo his arrogant brother, Sunstreaker. All of Sideswipe’s Skill Test Difficulties are increased by 1 while in a scene with Sunstreaker. Whatever it Takes: Victory and winning is always close to Sideswipe’s heart. He will not willingly retreat from a combat when there are still enemies present. Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.


THE DECEPTICON DIRECTIVE 173 THREATS 5 Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.


174 TRANSFORMERS ROLEPLAYING GAME SUNSTREAKER The arrogant and incredibly vain Sunstreaker, golden twin brother of Sideswipe, is even more difficult and hard to work with than him. Though a capable warrior, Sunstreaker doesn’t believe in giving his enemies second chance (or long to exist) if they choose to cross him. THREAT LEVEL: 10 SIZE: Large/Long HEALTH: 10 MOVEMENT: 30ft Ground (Bot Mode); 45ft Ground (Alt Mode) STRENGTH: 7 SPEED: 8 SMARTS: 6 SOCIAL: 5 TOUGHNESS: 19 EVASION: 18 WILLPOWER: 16 CLEVERNESS: 15 SKILLS • Acrobatics +d4 • Alertness +d4 • Brawn +d4 • Culture +d2 • Deception +d4 • Driving +d4 • Initiative +d4 • Intimidation +d4 • Might +d6 • Performance +d2 • Persuasion +d2 • Streetwise +d2 • Targeting +d4 • Technology +d6 • Languages: Cybertronian, English, Junkion, Quintesson PERKS Mode Conversion: Cybertronians spend a Standard action to convert between Bot Mode and Alt Mode. Numb: It is difficult to emotionally manipulate someone as detached from his feelings as Sunstreaker. He can’t suffer from the Frightened Condition, and all attempts to use Intimidation or Persuasion against him suffer ↓2. Piling On: Sunstreaker is a brutal opportunist, and he will not think twice about taking advantage of someone’s poor situation. He gains ↑1 on attacks against targets that are Prone. ATTACKS Blaster (Targeting): +d4, Range 25ft/80ft (1 Sharp damage) Hands: 1 Requirements: Bot Mode Only Traits: Ballistic Chassis-Cracker (Might): +d6, Reach ×2 (2 Sharp damage) Alternate Effects: Intimidating, Target is Impaired for 1d4 rounds Hands: 2 Requirements: Bot Mode Only Traits: Anti-Tank, Inaccurate (↓1) 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 Shadowed Spark (1/turn, Free): Sunstreaker has a shadow over his Spark, and when given the opportunity to unleash that malevolence, his enemies suffer. Once per turn when Sunstreaker successfully makes a melee attack against a target suffering any Condition, he can spend a Free action to immediately attack that target again. GEAR Armor: Medium armor matrix (+2 deflective to Toughness) Weapons: Blaster, chassis-cracker (see page 71) HANG-UPS My Only Friend: Sunstreaker’s brother, Sideswipe, is the only person he counts as his friend (even if the feeling is less than mutual). Sunstreaker can’t Lend Assistance to anyone except Sideswipe. No, I Can’t Fail!: Sunstreaker truly believes that he can accomplish the goals set before him at any given time, and any proof of his fallibility will cause him great pain and anguish. Anytime Sunstreaker Fumbles when someone else is watching, he immediately suffers 1 Psychic damage. Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.


THE DECEPTICON DIRECTIVE 175 THREATS 5 Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.


176 TRANSFORMERS ROLEPLAYING GAME WHEELIE This rhyming, rambunctious youngster is a good sign for the next generation of Autobots, as that he has a strong Spark and a deep sense of right versus wrong. His adolescence might get him into trouble now and again, but making mistakes is how young bots learn lessons! THREAT LEVEL: 4 SIZE: Common/Long HEALTH: 4 MOVEMENT: 35ft Ground (Bot Mode); 45ft Aerial (Alt Mode) STRENGTH: 1 SPEED: 7 SMARTS: 4 SOCIAL: 2 TOUGHNESS: 12 EVASION: 17 WILLPOWER: 14 CLEVERNESS: 12 SKILLS • Acrobatics +d2 • Alertness +d2 • Athletics +d2 • Culture (Earth) +d4* • Deception +d2 • Driving +d4 • Finesse +d2 • Infiltration +d2 • Performance +d2 • Targeting +d4 • Languages: Cybertronian, English, Universal Interac PERKS Mode Conversion: Cybertronians spend a Standard action to convert between Bot Mode and Alt Mode. Sharpshooter’s Grace: Wheelie’s aim is surprisingly good for a robot who uses a slingshot. He 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 Energy Slingshot (Targeting): +d4, Range 25ft/60ft (1 Energy damage) Alternate Effects: Target is Stunned until end of their next turn Hands: 2 Traits: Reload, Silent Ram (Driving): +d4, 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 Disappear (1/scene, Free): For a scout to survive getting seen, they need to get unseen again as quickly as possible. Wheelie turns Invisible until the end of his turn. GEAR Armor: Light armor matrix (+1 deflective to Toughness) Weapons: Energy slingshot (Targeting sidearm element) Other: Energon snack (see page 71), emergency rescue beacon HANG-UPS Rhyme Time: Wheelie’s rhyming speech patterns can be confusing or aggravating. Wheelie suffers ↓1 to Social-based Skill Tests for conversations that last at least 1 minute. Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.


THE DECEPTICON DIRECTIVE 177 THREATS 5 Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.


178 TRANSFORMERS ROLEPLAYING GAME WHIRL An Autobot member of the Wreckers, Whirl is the personification of weaponized chaos. His behavior in battle if often erratic, relying on unorthodox strategies to overwhelm enemies that try to use conventional tactics. THREAT LEVEL: 7 SIZE: Large/Extended HEALTH: 7 MOVEMENT: 35ft Ground (Bot Mode); 45ft Aerial (Alt Mode) STRENGTH: 3 SPEED: 8 SMARTS: 5 SOCIAL: 4 TOUGHNESS: 15 EVASION: 18 WILLPOWER: 15 CLEVERNESS: 14 SKILLS • Alertness +d6 • Brawn +d2 • Culture +d2 • Deception +d4 • Driving (Aerial) +d4* • Infiltration +d4 • Initiative +d2 • Might +d4 • Persuasion +d2 • Streetwise +d2 • Targeting +d4 • Technology +d2 • Languages: Cybertronian, English, Italian, Universal Interac PERKS Mode Conversion: Cybertronians spend a Standard action to convert between Bot Mode and Alt Mode. On My Mark!: Allies that attack a target that Whirl has nominated as his Mark (see Mark Target) count all of the target’s Defenses as 1 lower for their own Skill Tests. Warrior Rush: Whirl knows his place on the battlefield and rushes to get there as soon as possible. On the first turn of combat, Whirl doubles his Movements until the beginning of his next turn. ATTACKS Close Combat Blade (Might): +d4, Reach (1 Sharp damage) Hands: 1 Requirements: Bot Mode Only Traits: Silent Flyby (Driving): +d4*, Reach (1 Blunt damage) Alternate Effects: Trip Requirements: Alt Mode Only; Move at least 10ft before attacking Traits: Integrated Mini-Laser (Targeting): +d4, Range 30ft/60ft (1 Laser damage) Hands: 1 Requirements: Bot Mode Only Traits: Computerized Rotary Laser (Targeting): +d4, Range 80ft/250ft (1 Laser damage Blast: 15ft radius) Alternate Effects: Target is Blinded until the end of its next turn Requirements: Alt Mode Only Traits: Computerized, 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 Mark Target (1/scene): At the beginning of a scene (including combat), Whirl designates 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: Medium armor matrix (+2 deflective to Toughness) Weapons: Close combat blade, mini-laser (Targeting sidearm element), rotary laser (Targeting integrated element) Other: Advanced sensor suite HANG-UPS Essence of Chaos: Whirl thrives only when he is giving himself over to his erratic randomness. Whenever Whirl uses the same skill for consecutive Skill Tests, the second (and subsequent) Skill Test suffers ↓1. Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.


THE DECEPTICON DIRECTIVE 179 THREATS 5 Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.


180 TRANSFORMERS ROLEPLAYING GAME WINDBLADE A youthful and skilled warrior who can trace her Spark-chain back to the Titan Caminus, Windblade puts her duty and personal honor first in most things. Between her instinctual connection to the city-sized mechanoids and the ancient relic she wields, the Stormfall Sword, few question her worth to the faction. THREAT LEVEL: 10 SIZE: Large/Long HEALTH: 10 MOVEMENT: 35ft Ground (Bot Mode); 60ft Aerial (Alt Mode) STRENGTH: 7 SPEED: 7 SMARTS: 5 SOCIAL: 7 TOUGHNESS: 19 EVASION: 17 WILLPOWER: 15 CLEVERNESS: 17 SKILLS • Alertness +d4 • Animal Handling +d2 • Athletics +d4 • Culture +d4 • Deception +d4 • Driving (Aerial) +d4* • Infiltration +d2 • Initiative +d2 • Intimidation +d4 • Might +d6 • Persuasion +d4 • Science +d2 • Streetwise +d4 • Targeting +d4 • Languages: Cybertronian, English, Quintesson, Spanish, Universal Interac PERKS Earlier is Better than Later: Windblade is always the first to get into the fight. While in Alt Mode, Free actions used for additional Movement add 10 feet to her Movement instead of 5. By spending enough Free actions, this can more than double her Movement. Mode Conversion: Cybertronians spend a Standard action to convert between Bot Mode and Alt Mode. Roll With It: Windblade can ride the force of a blow to safety. Once per turn, when she takes damage, she can immediately move 10ft away from the source of the attack. ATTACKS Flyby (Driving): +d4*, Reach (1 Blunt damage) Alternate Effects: Trip Requirements: Alt Mode Only; Move at least 10ft before attacking Traits: Integrated Stormfall Sword (Might): +d6, Reach (2 Sharp damage) Alternate Effects: 1 Strength Essence Damage, Intimidating Hands: 1 Requirements: Bot Mode Only Traits: Anti-Tank, Martial Arts, Silent Special: Adds +2 to Toughness and Evasion Defenses while being wielded Unarmed Combat (Might): +d6, Reach (Stun 1) Alternate Effects: 1 Blunt damage (↓1), Maneuver (↓1) Requirements: Bot Mode Only Traits: Martial Arts, Silent POWERS Blade Pods (3/scene, Free): Windblade increases the damage of her Flyby attack by 1 for the remainder of the turn and changes its damage type to Sharp. Turbine Blast (3/scene, Move): Windblade fills a 60ft cone with hurricane-gale winds. All targets in the area that are Huge or smaller are Impaired until the beginning of Windblade’s next turn. GEAR Armor: Medium armor matrix (+2 deflective to Toughness) Weapons: Stormfall Sword (Might medium melee) HANG-UPS Honor and Glory: Windblade’s personal sense of self is reflected by her elevated need for glory and honor. She never benefits from her allies’ Lend Assistance actions while in a combat. Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.


THE DECEPTICON DIRECTIVE 181 THREATS 5 Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.


182 TRANSFORMERS ROLEPLAYING GAME WRECK-GAR Leader of the Junkion population on the planet of the same name, Wreck-Gar is an honorable warrior that has earned his right to sit on top of the heap, so to speak. He is an honorary member of the Autobots, wears their insignia, and proudly fights for the, but he usually remains neutral for the safety of his people and planet, however. THREAT LEVEL: 13 SIZE: Huge/Extended HEALTH: 15 MOVEMENT: 30ft Ground (Bot Mode); 40ft Ground (Alt Mode) STRENGTH: 10 SPEED: 6 SMARTS: 10 SOCIAL: 6 TOUGHNESS: 23 EVASION: 16 WILLPOWER: 20 CLEVERNESS: 16 SKILLS • Alertness +d4 • Animal Handling +d2 • Athletics +d4 • Brawn +d4 • Conditioning +2 • Culture (Pop Culture) +d6* • Deception +d2 • Driving +d4 • Infiltration +d2 • Initiative +d2 • Intimidation +d2 • Might (Axes) +d6* • Performance +d2 • Persuasion +d4 • Science +d2 • Streetwise +d2 • Survival +d4 • Targeting +d4 • Technology +d2 • Languages: Junkian, Cybertronian; see Incoming Transmissions below PERKS Incoming Transmissions: Due to Junkion’s constant attraction of interstellar communications, Wreck-Gar’s mind is filled to overflowing with languages, anecdotes, stories, and more. There is a chance that Wreck-Gar has access to any given language or factoid at any given time. He can attempt a DIF 14 Culture Skill Test to access a specific language or piece of information. Mode Conversion: Cybertronians spend a Standard action to convert between Bot Mode and Alt Mode. ATTACKS Focused Blaster (Targeting): +d4, Range 25ft/80ft (1 Energy damage) Hands: 1 Requirements: Bot Mode Only Traits: Computerized Mauler-Axe (Might): +d6*, Reach (1 Sharp Damage) Alternate Effects: 1 Strength Essence Damage Hands: 1 Requirements: Bot Mode Only Traits: Armor Piercing Particle Gun Array (Targeting): +d4, Range 60ft/150ft (2 Energy damage) Alternate Effects: 2 Energy damage—Multiple (2) Targets (60ft, ↓1) Hands: 0 Traits: Computerized, Integrated Shredder Grenade (Athletics): +d4, Range 20ft/50ft (2 Sharp damage Blast: 10ft radius) Hands: 1 Requirements: Bot Mode Only Traits: Consumable, Wrecker Spiked Ram (Driving): +d4, Reach (1 Sharp 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 Irrefutable Order (Standard): Even Wreck-Gar’s enemies respect his authority. As a Standard action, he can attempt a Persuasion Skill Test against the Willpower Defense of a target whose level is not higher than his Threat Level. On a success, he gives the target a one-word order, such as “halt” or “flee.” As long as the order does not put the target in immediate harm, violate one of the target’s core beliefs, and can be accomplished with a Move action, they use their Move action to follow the command to the best of their ability on their next turn. Welds, Rivets, and Ideas (1/scene): Wreck-Gar is adept at using metallic scrap, plastic debris, and similar inorganic refuse in a variety of different ways. By succeeding at a DIF 12 Technology Skill Test that takes 2d6 × 5 minutes, he can emulate any single piece of equipment, weapon, weapon upgrade, or armor upgrade (of no greater Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.


THE DECEPTICON DIRECTIVE 183 THREATS 5 than Limited Access) using these materials. The emulated item functions for a single scene. GEAR Armor: Modified junkplate (+3 plating to Toughness and Resistance to Fire) Weapons: Focused blaster (Targeting sidearm element), mauler-axe (Might medium melee), particle gun array (Targeting integraed element), shredder grenades (2, Athletics sidearm explosive) Other: Restricted Repair Kit HANG-UPS Quirky Communication: Wreck-Gar and his people learned many of their verbal communications through the collected transmission of interstellar advertisements, broadcast media, and pop culture. This can make him difficult to understand at times, and he suffers ↓1 to Social-based skills when dealing with a target unfamiliar with these forms of information distribution. Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.


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THE DECEPTICON DIRECTIVE 185 THE GREAT ENERGON ROBBERY Top Secret: For GM Eyes Only The following adventure is a 4-hour mission meant to introduce 3–5 new players and a first-time Game Master to the Essence20 Roleplaying System and the setting of the Transformers Roleplaying Game from the Decepticon’s perspective. As such, this chapter is “Need to Know.” If you are planning on participating in this mission as a player, you don’t need to know. We get it. You want to play a Decepticon and break all the rules. Cheating to get a leg up on the challenges ahead is what your character would do. Well, you’re only supposed to pretend to be bad. Unless you plan to run this mission, reading it spoils the twists and turns, and would make playing it much less fun. Summary The Autobots are transporting a large supply of Energon cubes from a hidden processing facility near the East Coast of the United States to the Ark via train, but Astrotrain and a pair Decepticon Seekers, Acid Storm and Thundercracker, have gotten wind of this shipment. Not wanting to share CHAPTER 6 ADVENTURE IN DISGUISE the Energon with any of their superiors, the three commandeer a group of Decepticon recruits to help them quietly hijack the train and steal the precious resource. Preparing the Game To prepare for this adventure, read in its entirety before running it. Sometimes crafty players come up with new or unintended solutions and understanding the adventure ahead of time better helps you (and your players) maintain the storyline flow despite such hiccups. Overview “The Great Energon Robbery” takes place over four parts. Part 1: We’re Not on the Nemesis Anymore— Acid Storm and Thundercracker tell the Decepticon rookies to take the spacebridge to a seldom used transport location in the American state of Kansas to meet up with Astrotrain. The energy surge from the teleportation causes some trouble for the team, including an unexpected cave-in and the investigation of some local Earthling authorities. Part 2: Finding the Right Place for Their Wrong Time—After telling the team about the Energon Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.


186 TRANSFORMERS ROLEPLAYING GAME shipment that is on a Union Pacific freight train moving through the area, Astrotrain sends the Decepticons to investigate the route and look for the prefect ambush point. To do so safely, they must first deal with the Autobot Whirl, who is patrolling the area in the sky. Part 3: Stick ‘Em Up!—Much to the Decepticons’ surprise, a pair of Autobots are protecting the train and its cargo! The team must battle the do-gooders Mirage and Rollbar and, when they learn the train was a decoy, interrogate the two to figure out where the Energon has been taken. Part 4: Last Stop… Calamity and Chaos—Making their way to the disused railyard where the real Energon shipment is being prepared for the final leg of its journey, the Decepticon rookies discover that the cubes are being guarded by Blaster and his Recordabots! They must figure out a way to handle the veteran communications officer so that Astrotrain can fetch the Energon—and them! You lugs are going to use the bridge and meet Astrotrain near wherever it comes out. He’ll tell you what comes next.” Acid Storm shoves a storage pack into one of your hands. “This is everything you’ll need… the transit code, the meet-up coordinates, a couple of hi-ex grenades just in case, and a little gift from Blackout. Switch that thing on, and nobody is getting word in or out for a few megamiles!” Thundercracker grabs a different one of you by the shoulder and pulls you in close enough to smell the Energon fumes of his exhaust. “So what are you waiting for? Get down to the bridge, plug in that code card, and get movin’. You cranks get this right and we’ll owe you, big time. Screw it up… and you’re spare parts, got it?” Requisition Budget? The speed at which the two Seekers send the characters on their way to the Nemesis’s spacebridge platform eliminates the opportunity for the PCs to acquire additional items or upgrades. The PCs have their personal equipment with them, along with the pack given to them by Acid Storm. That pack contains the following items, which can be divvied up between the character as they see fit. • A one-use spacebridge transit code plug-in card with a built in 24-second delay (which allows all characters to be on the platform when it activates) • A data stick containing a set of coordinates in the middle of western Kansas (though the PCs are unlikely to recognize the exact location) • A number of hi-ex grenades (see page 71) equal to the number of PCs • A broadwave signal jammer (see below) MISSION EQUIPMENT: BROADWAVE SIGNAL JAMMER The broadwave signal jammer (BSJ) is roughly a cubic foot of scalloped metal casing with a few switches on one side. It can be activated by a character holding it as a Standard action and by spending an Energon Point. This creates a roughly 5-mile-radius area where wireless communications can’t penetrate, but within which they are still freely accessible. This allows characters to communicate with one another and raises little suspicion from Part 1: We’re Not on the Nemesis Anymore The Decepticon player characters are on the recreational deck of the half-buried starship-turnedheadquarters, the Nemesis, when Acid Storm and Thundercracker interrupt them. When the two Seekers have the team’s undivided attention, read or paraphrase the following: Acid Storm says, “Hey, look sharp, you dents and dings! ‘Cracker here and I need you to do a little job for us. It’s a little mission that we think you would be perfect for. Also, we don’t want to do it.” Thundercracker jabs a finger in your direction, his voice a growl. “Listen up. There is an old, half-cracked spacebridge in… Canzass? Yeah, some canning place the Autobums disconnected a few cycles ago, but we have it on good authority that it is still accepting incoming travel packets. Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.


THE DECEPTICON DIRECTIVE 187 ADVENTURE IN DISGUISE 6 locals—unless they try to make a longer-distance call! The BSJ can be shut off as a Free action. The Old Bridge Platform Once the characters insert the plug-in card into the Nemesis’s spacebridge computer, they can step onto the platform to be instantly teleported elsewhere. This is probably their first time using a spacebridge, so describe the slight disorientation and the feeling of rapidly moving from one place to the next as they step through the portal. When the characters emerge, they find themselves underground. Cybertronian technology occupies the surrounding chamber, though it appears damaged and disused. Mining tunnels branch off in multiple directions, but many of them are partially or completely collapsed. A moment later, a sparking explosion emanates from the equipment, followed by a deep rumble from the ground and dust beginning to fall from the ceiling. A PC who succeeds at a DIF 10 Science or Technology Skill Test realizes that the energy from their arrival has caused the old machinery to catastrophically fail, Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.


188 TRANSFORMERS ROLEPLAYING GAME which in turn, has triggered an imminent cave-in. If no one succeeds at this Skill Test, a chunk of rock falling from above should tell the group that they should quickly escape. However, if the group wants to poke around the equipment, they have just enough time for each PC to attempt a DIF 12 Alertness (Perception) Skill Test. On a success, that PC finds one of the following, in order from highest result to lowest result. • Mauler (see page 73) • Concussion pistol (see page 72) • Container with 2d2 Energon snacks (see page 71) • Limited Repair Kit (multiple Repair Kits can be discovered if necessary) Any character that Fumbles on this Skill Test spends too long poking around and risks having the ceiling collapse around them. The cave-in gains Edge on their attack against that character in Get Out! below. Once each character has tried to search the room or when everyone has decided to leave, proceed to Get Out! below. GET OUT! As the subterranean chamber and tunnels begin to collapse around them, the characters must move quickly to escape. Luckily, any remaining passages lead toward the surface, so there is no chance for them to get lost. Have each player describe how their Decepticon is making their way through the tunnels. Do they convert to Alt Mode for extra speed? Do they barrel their way through a fallen timber blocking their path? The cave-in makes an attack against each PC as they flee, with a skill level of +d4. On a success, the target PC takes 1 Blunt damage. Once each character has avoided or weathered the effects of the cave-in, the rookie Decepticons emerge from the mine entrance into the open air, just as the spacebridge chamber detonates spectacularly behind them, sending a plume of indigo-colored smoke and tan dust into the sky. They have barely escaped certain doom, but there’s now no easy way to return to the Nemesis! Night Moves After the Decepticon rookies have brushed themselves off, picked up their gear, and noted any damage they might have suffered, they get an incoming communication from Astrotrain. “What happened? My sensor suite just spiked off the charts! Did you make it? Are you still mission-worthy? Anybody get blasted to bits? Never mind. If I picked up that disturbance, someone else surely did, too. You need to get out of there. You have my coordinates, so get here as fast as you can. Just be careful out there. If the Earthlings report seeing you… especially some of you… Prime’s lackeys will surely hear about it, and then we have other troubles to worry about. Get a move on, ‘Cons.” Astrotrain is right. Some local seismic monitoring equipment has picked up the spacebridge explosion and mine collapse. Local fracking efforts have left the surrounding miles riddled with dangerous pockets, and concerned environmental scientists are always watching their equipment. They have reported the incident immediately in case someone has gotten hurt. This means local authorities and emergency services are on their way to the area. The coordinates given to the Decepticon team by the Seekers lead to a site several miles away from their current location. This will need to avoid any run-ins with the locals. As they make their way across the Kansas landscape, the Decepticon rookies will need to contend with the following challenges. EYE IN THE SKY Immediately after the monitoring scientists reported the explosion, one of them sent an aerial surveillance drone speeding toward the site. As it zooms across the plains, it has a chance of spotting the Decepticons fleeing the scene! Ask the players how their characters are leaving the mine entrance and traveling toward Astrotrain’s coordinates. Likely, they will be driving or flying in their Alt Modes, as they offer greater speed and chance to not arouse suspicion with humans. After a few minutes, each Decepticon should attempt a DIF 12 Alertness (Situational Awareness) Skill Test. On a success, that PC spots the small surveillance drone about to pass above them, heading in the opposite direction. The team can react to this information how they see fit, with some ideas presented below. If no one spotted the drone, secretly roll the drone’s Alertness (+d4) against the Infiltration of the character with the lowest die in that skill; if the group made pains to move Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.


THE DECEPTICON DIRECTIVE 189 ADVENTURE IN DISGUISE 6 stealthily, they can use the standard bonus to their Infiltration skill from their Hail Megatron! Perk. Drive Casual: The PCs should attempt a group DIF 12 Infiltration Skill Test. If half or more of them succeed, the drone doesn’t notice them and passes by. Remember that Decepticons receive a bonus to their Infiltration when in Alt Mode, but if any of the group is in Bot Mode and is Large or larger, they suffer ↓1 to the Skill Test as there aren’t many places to hide a giant robot nearby. Shoot it Down: A PC can attempt a ranged attack at a distance of 100 feet against the drone (Toughness 11, Evasion 13). Dealing any damage to the drone causes it to crash before spotting them. Each PC can make this attack once before the drone gets too close. Hack the System: A PC can attempt a DIF 14 Technology Skill Test to use their own communications gear to jam the drone’s control systems and cause it to crash or effectively blind it to their presence. The PC needs to have clear line of sight on the drone, meaning the team gets only one chance to try this tactic. If any of the above (or one of the group’s devising) plans fail, the drone records something suspicious. The scientists report what they see to the approaching authorities, who gain Edge on the first Alertness or Driving Skill Tests they might make in Police Presence below. POLICE PRESENCE Several cars from the Kansas State Police force rush toward the explosion site and encounter the Decepticons as they head to their rendezvous. Unless the team took exceptional care to stay off the roads (or can all fly above them), one squad car with two State Troopers inside slows down to investigate why the Decepticons are in the area. The team can react to the police how they wish, with some ideas presented below. The stats for a State Trooper are on page 190, and if you need them use the stats for a Compact Car (page 259 of the Transformers Roleplaying Game Core Rulebook) with 2 Health to present a State Trooper’s squad car. Stay Cool: If all the Decepticons are in their Alt Modes and don’t want to draw attention to themselves, each PC should attempt an Infiltration Skill Test opposed by a single State Trooper’s Alertness Skill Test. If half or more of the team succeeds, the State Trooper doesn’t find their presence unusual. If they fail, however, the squad car initiates pursuit (see Gun It below). Gun It: The Decepticons rookies can try to outrun the cops! To do so, each PC should attempt a Driving Skill Test opposed by a single State Trooper’s Driving Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.


190 TRANSFORMERS ROLEPLAYING GAME Skill Test. If half or more of the team succeeds, they quickly lose the State Troopers. If they fail, the Troopers’ car keeps pace with them and they can attempt the same opposed Skill Test. Once again, half or more of the Decepticons succeed, they flee from pursuit. But if they fail a second time, the squad car cuts them off and the Decepticons will need to Smash the Humans (see below) to escape. Smash the Humans: The Decepticons can either ram the Troopers’ squad car in their Alt Modes or convert to Bot Mode to start a firefight. If the Decepticons damage the squad car enough to Defeat it, they can drive away without being pursued. If the PCs initiate a normal combat, the State Troopers stop their vehicle and use it for cover as they engage the robots. During the first round, one State Trooper attempts to radio for backup. If needed, you can use the map for Whirl Wind on page 193 for such a fight. If the Decepticons are somehow Defeated by the State Troopers, the police get back in their cars and drive away fast, terrified that there might be more giant robots waiting to descend upon them. If the PCs Defeat the State Troopers, they can continue on to meet with Astrotrain. Aftermath If the Decepticon rookies snuck past the State Troopers or lost them in a high-speed chase, the Autobots aren’t alerted to their presence. If they had a more obvious confrontation with the police, win or lose, the news eventually reaches the auditory receptors of the Autobots. Luckily, no one believes the cops about the encounter, but Whirl picks up on the chatter and gains Edge on his Initiative Skill Test in Whirl Wind on page 192. State Trooper Trained to protect and serve, there aren’t a lot of things State Troopers can’t handle, but alien robots might make that list! THREAT LEVEL: 2 SIZE: Common HEALTH: 2 MOVEMENT: 30ft Ground STRENGTH: 2 SPEED: 4 SMARTS: 2 SOCIAL: 2 TOUGHNESS: 13 EVASION: 14 WILLPOWER: 12 CLEVERNESS: 12 Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.


THE DECEPTICON DIRECTIVE 191 ADVENTURE IN DISGUISE 6 SKILLS • Alertness +d4 • Driving +d2 • Initiative +d2 • Might +d4 • Persuasion +d4 • Targeting +d4 • Languages: English PERKS Squad Training: State Troopers can Lend Assistance to another State Trooper within 10 feet as a Free action. ATTACKS Baton (Might): +d4, Reach (1 Blunt damage) Alternate Effects: Maneuver (↓1) Hands: 1 Handgun (Targeting): +d4, Range 60ft/100ft (1 Sharp damage) Alternate Effects: 1 Sharp damage—Multiple (2) Targets (60ft, ↓1) Hands: 1 Traits: Ballistic GEAR Armor: Protective vest (+1 deflective to Toughness) Weapons: Baton (Might sidearm melee), handgun (Targeting sidearm projectile), Other: Personal radio, handcuffs POWERS Call for Backup (1/scene, Move): A State Trooper can use their personal radio to call for backup, attempting a DIF 12 Persuasion Skill Test. If successful, one additional squad car holding two State Troopers arrives on the scene in 1d4 × 10 minutes. HANG-UPS Brave, Not Stupid: State Troopers are paid to handle most situations, but they have their limits. Whenever an ally is Defeated within 30 feet of a State Trooper, roll 1d4. If the result is higher than the amount of Health that State Trooper has remaining, that State Troopers flees from the scene. Astrotrain’s Quarry When the PCs reach the coordinates to which they’ve been directed, they find a huge, abandoned quarry that has been cordoned off with brightly colored tape, barricades, and several signs that say “Closed For Public Safety” and “Trespassers Will Be Prosecuted To The Full Extent of the Law.” There is no sign of activity except for a few, almost unnoticeable, Cybertronian sensor nodes implanted here and there. The Decepticon rookies are in the right place. Once inside the grounds, the team easily spots a prefab metal structure in the center of the quarry. The telltale glow of Cybertronian technology leaks out from under the building’s door, which is sized for large robots. Inside, the team finds Astrotrain looking over a larger holographic map. Numerous glowing lines vein spread throughout the map. Several blinking, some of which are in motion, are visible on the lines. A PC who succeeds at a DIF 10 Culture or Technology Skill Test recognizes that the map shows train routes throughout western Kansas, eastern Colorado, and northeastern New Mexico of the United States. Astrotrain will gesture for the group to join him. When they gather around the map, read or paraphrase the following: “Welcome to Kansas. Glad you made it. The airwaves have been a little crazy since you blew up the spacebridge on your way in. I mean, it’s no big deal. Nobody used the rusty ol’ thing anyway. Shockwave probably won’t even notice, right? Right. Anyway… let’s get down to it.” He runs a steel gray fingertip down a specific glowing line of the map. “This is the Union Pacific 2040 route. Some of my rail drones have let me know that the Earthlings are sending a dedicated storage car on this track tomorrow morning, that contains a collection of ‘cubed unknown energy source materials’ for somewhere on the east coast. You don’t have to read between the lines to know that’s an entire freight car FULL of Energon! The fleshbags don’t know what to do with it, so they are sending it to some research place in Autobot turf. So, before those lugnuts can get involved, we… and by we, I mean YOU… are goin’ to hit that train and take it!” Astrotrain explains the plan, covering the following: • He can’t be present at the train robbery; he is 90% sure the Autobot Defense Grid picked him up when he flew into the area. “They’ll be trackin’ my signature for at least the next twelve hours.” Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.


192 TRANSFORMERS ROLEPLAYING GAME • The characters are expected to head out in the next few hours to figure out the best ambush point to take the train, then hide nearby until they can spring the trap! • When the Energon-hauling freight car has been freed from the rest of the train, they can risk sending for Astrotrain to come and pick it up— and them, if need be. • It would be wise to use the BSJ the characters were provided during any engagements, planned for or not. Astrotrain knows there are Autobots lurking around somewhere, and they will surely be listening for reasons to come find them! Astrotrain’s hideout has two Limited Repair Kits for the characters to use if they need it, and he can be persuaded to share a small stack of three standard Energon cubes (which hold a total of 6 Energon Points, with two in each cube) with a successful DIF 18 Deception or Persuasion Skill Test. Part 2: Finding the Right Place for Their Wrong Time Astrotrain directs the Decepticon team to find the perfect ambush spot along the freight train’s route, noting that much of this part of the United States are plains, rocky foothills, and desert scrubland. He describes it as “not much to look at,” especially when compared to the alloyed spires and shining streets of Cybertron. While Astrotrain’s map provides some details about the areas near the tracks, it isn’t very detailed, so the PCs will have to head out into the field to get more information. On the Road Again Luckily, quite a few streets run parallel to the train tracks, so the Decepticon rookies can follow them in their Alt Modes while scouting for a spot that will made a good ambush site. Unfortunately, as Astrotrain mentioned, the Autobots are on the lookout for Decepticon activity in the area ever since he blasted in from the stratosphere. One such scout is Whirl, an erratic but capable Autobot with an agile helicopter Alt Mode, and his patrol route takes him over the roads the PCs are on. When he flies in close to investigate their little convoy, his overconfidence means he might get spotted. A little more than an hour after the PCs leave the quarry (rejecting a couple of spots that either provided little cover or were too far away from the train tracks along the way), they should attempt a group DIF 14 Alertness Skill Test. If at least half of them succeed, they notice that they are being followed by a helicopter in the sky. It is keeping its distance, but its erratic movements betray that it might not be an ordinary Earth vehicle. If fewer than half the PCs succeed, Whirl gains Edge on his Initiative Skill Test and the PCs are surprised when he gets close enough to fire on the team (see Whirl Wind below). The PCs might want to try to evade their tail, but it won’t be easy. If the group wants to outrace the helicopter, each Decepticon should attempt a DIF 18 Driving Skill Test. If at least half of them succeed, they lead Whirl on a merry chase for a few miles, eventually eluding him by passing under a few highway overpasses. If the group wants to hide from the helicopter, each Decepticon should attempt a DIF 18 Infiltration Skill Test, gaining at most ↑1 from the inconspicuousness of their Alt Modes as Whirl has already clocked their forms. If at least half of the team succeeds, they manage to find a barn or gully to hide in as Whirl passes overhead and loses their trail. In either case, however, success costs time, and the team has only four hours before the train arrives when they do reach the ambush point (see Ambush League on page 195). If half or more of the PCs fail either of the two group Skill Tests described above, Whirl’s suspicions are confirmed, and he swoops down to harry the team. Alternatively, the Decepticon rookies may want to blast their helicopter tail out of the sky instead of running or hiding. In either case, proceed to Whirl Wind below. Whirl Wind Whether they were surprised by Whirl’s attacks, were unable to lose him, or decided that a good defense is a good offence, the confrontation with Whirl (see page 178) occurs on a stretch of Kansas road near a large billboard. Before combat begins, read or paraphrase the following. Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.


WHIRL WIND MAP THE DECEPTICON DIRECTIVE 193 ADVENTURE IN DISGUISE 6 Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.


194 TRANSFORMERS ROLEPLAYING GAME As the helicopter comes in for a strafing run, a Cybertronian voice emerges from the pilotless vehicle. “What do we have here? A little nighttime sightseeing for Megatron’s rabblerousers? Whatever you’re up to, it can’t be good! Why don’t you just run along then, eh?” Whirl is a capable combatant and could make for a difficult fight for the characters. However, he is just a scout in this situation and doesn’t stick around if his Health is reduced to 4 or lower. If Whirl Defeats the Decepticons, he will make a quick joke about “not needing any backup but having to go get some help for cleanup” before flying off to get assistance with capturing the defeated Decepticons. This will give the characters a chance to pick themselves up, repair some damage, and flee the scene. As long as they don’t stick around for the Autobots to find them, they get away and can continue with their mission, but they have only four hours to prepare the ambush site (see Ambush League on page 195). If the Decepticons Defeat Whirl, the Autobot collapses onto the ground, crumpling into a smoking, sparking pile. With a final gasp of “You won’t get away with this…”, he enters an emergency shutdown state and ceases to be a problem. The Decepticon rookies may wish to restrain the Autobot to hide him from possible passersby or leave him where he fell. They can then continue with their mission. WHIRL WIND Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.


THE DECEPTICON DIRECTIVE 195 ADVENTURE IN DISGUISE 6 • A PC can attempt a DIF 17 Science or Technology Skill Test to set up delaying or destabilizing elements on the tracks, granting Edge to that hour’s preparatory Skill Test. For each Critical Success a character achieves during this preparatory time, add a Story Point to the players’ pool. When the team has attempted their last Skill Test, the sun begins to rise and the Decepticons can see the plume of exhaust from the 2040’s engine on the horizon. Part 3: Stick ‘Em Up! The Decepticon rookies are poised to pounce on the oncoming train and steal its precious Energon cargo, but little do they know that the Union Pacific 2040 is a completely automated decoy! The Autobots moved the real freight in a more surreptitious manner to unnamed railyard a few miles to the southwest of the team’s current location. To make matters worse, the 2040 is accompanied by a pair of Autobots—Mirage and Rollbar—to take out any Decepticons who dare try to hijack the train! Right on Schedule As the train draws nearer to the ambush site, ask the PCs where they are lying in wait on the map on page 197; a PC with a fast enough speed might even take position somewhere off the map if they wish. Each character can perform one of the following actions before the ambush kicks off in earnest. Get Ready to Spring: A PC within 10 feet of the track can position themselves to leap onto the train, which doubles the distance they can jump during the first round of combat. Scan the Train: A PC can scan the train for signs of Energon to determine which car holds their target cargo… only to discover that there are none! However, if the character succeeds at a DIF 16 Alertness or Technology Skill Test, they notice that the train is trailing a lot of dust in its wake, which is very unusual. A pair of vehicular forms are obscured within the dust. A PC who notices this gains Edge on their Initiative Skill Test for the fight. Ambush League Some time after their encounter with Whirl, they Decepticons find a good ambush site near the Kansas-Colorado border. Some large loose stones provide enough cover for the whole team but don’t block too much line of sight to the tracks if a firefight breaks out. Most importantly, there’s enough room for Astrotrain to arrive and grab the Energon car. The area closes to the tracks appears on the map on page 197 if the players want a good look at it. The team has only a few hours to fully prepare the ambush site before the train arrives. If the team fought off or Defeated Whirl, they have 6 hours to prepare. However, if the team was Defeated by Whirl or spent the time to flee from him, they have a total of only 4 hours to prepare. To put themselves in the best position for when the train arrives, one member of the team should attempt a DIF 15 Alertness, Deception, or Infiltration Skill Test at the end of each hour of preparation. If the team achieves a number of successes with this preparatory Skill Tests equal to the number of PCs, grant the team a Story Point. Eye for Appraisal If one or more of the characters are of the Raider Role and have Eye for Appraisal Role Perk (see page 61), the team automatically succeeds at one hourly Skill Test to prepare for the ambush. Each hour, other members of the team can perform additional activities to aid the preparatory Alertness, Deception, or Infiltration Skill Test. Below are some examples, but allow the players the freedom to use other skills. • A PC can attempt a DIF 12 Survival Skill Test to create camouflaging blinds or dig a hidden trench, granting ↑1 to that hour’s preparatory Skill Test. • A PC can attempt a DIF 14 Targeting Skill Test to examine possible firing lanes, granting ↑1 to that hour’s preparatory Skill Test. • A PC can attempt a DIF 15 Brawn Skill Test to roll one or two additional boulders closer to the tracks, which allows a reroll of a single skill die during that hour’s preparatory Skill Test. Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.


196 TRANSFORMERS ROLEPLAYING GAME Switch on the BSJ: Nearby communications are jammed as noted in the device’s description on page 186. Of course, only one character can this action. Take Aim: A PC can set their sights on the train (or any guards who might be on it) to gain ↑1 on any attacks made during the first round of combat. Whether or not the team notices anything strange about the train, when the first car of the six-car commercial train reaches the eastern edge of the ambush site, everyone (including the train and hidden Autobots) should roll Initiative! Ambush Within an Ambush Guessing that the Decepticons might want to get their actuators on a huge shipment of Energon, Autobot high command had the cubes sent elsewhere via a hidden route. The Autobots Mirage and Rollbar were then ordered to follow the decoy train, the Union Pacific 2040, to keep any attacking Decepticons busy. The two have been driving behind the train in their Alt Modes, hiding within a pair of holographic dust clouds (created by Mirage’s holo-projectors) behind the rearmost train car. When Initiative is rolled, Mirage (see page 154) drops his holograms and orders Rollbar (see page 170) to defend the train. The two of them try to maintain the façade that the 2040 holds a bunch of Energon cubes. This includes shouting out statements such as, “Don’t let them get their mitts on all this Energon!”, “No, you Decepticons cannot rob our Energon train!”, and “This shipment is too important to lose!” Mirage might be a decent enough actor, but Rollbar is far from it. Whenever he delivers one of these lines, he attempts a single Deception Skill Test against each Decepticon’s Willpower Defense. Any PC he doesn’t succeed against can easily tell the Autobot is trying too hard to be convincing. If the ruse has already failed, the Autobots drop the act and simply focus on stopping the Decepticons. Otherwise, Mirage and Rollbar fight until they are Defeated. On each of its turns, The 2040 (see below) moves 40 feet forward along the track, making Ram attacks against any creature in its path. Unless the 2040 engine is stopped by a Decepticon getting on board and succeeding at a DIF 15 Technology Skill Test to override the autopilot (as a Standard action) or destroyed, the train and its five cars eventually pass by the ambush site. Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.


AMBUSH WITHIN AN AMBUSH MAP THE DECEPTICON DIRECTIVE 197 ADVENTURE IN DISGUISE 6 Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.


198 TRANSFORMERS ROLEPLAYING GAME The 2040 The freight cars of the 2040 are made of corrugated metal walls and are designed to be attached to one another in a line. This autonomous decoy is a utilitarian railway vehicle perfect for longdistance shipping. THREAT LEVEL: 3 SIZE: Extended II HEALTH: 3 MOVEMENT: 40 ft Ground STRENGTH: 4 SPEED: 2 SMARTS: — SOCIAL: — TOUGHNESS: 15 EVASION: 12 WILLPOWER: — CLEVERNESS: — SKILLS • Brawn +d6 • Driving +d2 • Initiative +d2 • Might +d2 PERKS Crew: 1 driver (autopilot) up to 8 passengers in each freight section Firepoints: 2 on freight sections if open Traits: Advanced Autopilot, Land, Vehicle Advanced Autopilot: If the 2040 has no drivers, it operates like a normal vehicle with at least 1 driver. Freight Carry: The 2040’s freight cars have large storage areas behind sliding doors on either side of each car’s main body. It can carry up to three times its normal carrying capacity (based on its Brawn) inside each storage area. Alternatively, each storage area can carry up to the equivalent of two Huge creatures. Land: The 2040 is a land vehicle. Linked Cars: The 2040 is the primary locomotion force of a larger chain of five other connected vehicles of the same size. Each additional linked car has a Health value equal to half (round up) of the primary vehicle, and an Evasion Defense value that is 2 lower than that of the primary vehicle. Vehicle: As a vehicle, the 2040 is a sophisticated piece of equipment that requires at least one driver to operate. Without a driver, it is considered a Threat level 0 object, and all attacks target its Toughness. It has no Willpower or Cleverness. Effects that affect a target’s Willpower or Cleverness only affect it if it has a driver, in which case they target the driver’s Willpower or Cleverness. It is immune to Conditions and effects that exclusively affect the living, like poison, but is susceptible to effects that affect machines, such as Anti-Tank weapons. Damage to a vehicle can be fixed with a Standard Engineering Kit or a Technology Skill Test. ATTACKS Ram (Might): +d2, Reach (1 Blunt damage) Alternate Effects: Trip Traits: Drive-By If the Autobots manage to Defeat the PCs, they put the Decepticons in stasis cuffs (see page 76), as Rollbar brought a full container of eight sets. Mirage then receives an emergency call on his comm link and the two Autobots race off unexpectedly. The PCs can try to free themselves, but if they are unsuccessful, Astrotrain arrives to pick up the Energon. He is disappointed to see the Decepticon rookies’ predicament but frees them. They have a bit of time to repair their dents and dings before Mirage and Rollbar return for a surprise rematch, though they haven’t had the opportunity to repair themselves. This gives the players a second chance to Defeat and capture the Autobots, especially with Astrotrain’s help (who automatically deals 1 Sharp damage to an Autobot with his claw-tether at the end of each round). If the PCs are Defeated a second time, Astrotrain saves their fenders by taking down the Autobots, though the team suffers Snag on any attempts to get the captured Autobots to talk. When the Decepticon rookies Defeat Mirage and Rollbar, they discover the latter’s collection of stasis cuffs (see page XX) and can use them to take the Autobots prisoner. If they do so, Mirage spits lubricant at the closest character and says, “Do your worst, Deceptiscum! You’ll never make us talk!” Making Them Talk If Astrotrain hasn’t already arrived on the scene, he does so after the PCs take Mirage and Rollbar captive. He is furious to learn that the Energon shipment isn’t on the 2040 and tells the Decepticon team to figure out if the two Autobots know where the cubes are. Then, he flies back to his quarry hideout to do his own investigations. The PCs are left to their own devices to get Mirage and Rollbar to talk. At this point, you may need to remind your players that torture isn’t a reliable method to do this (see the sidebar on page 87), even if they are taking on the roles of evil Decepticons. However, through descriptive threats or clever conniving, the PCs might be able to extract the Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.


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