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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 199 ADVENTURE IN DISGUISE 6 Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.


200 TRANSFORMERS ROLEPLAYING GAME information they need from the two Autobots. To question the captives, a PC can attempt a Deception Skill Tests targeting an Autobot’s Cleverness Defense, an Intimidation Skill Test targeting an Autobot’s Willpower Defense, or a Persuasion Skill Test against an Autobot’s Willpower Defense. The team can attempt two such Skill Tests on each captured Autobot. After two failures, that Autobot either passes out from the strain or refuses to speak any longer. If the team gets a total of two successes during this questioning (a Critical Success counts as two regular successes), they learn that the Energon was taken to an old railyard a few miles to the southwest of their current location. If the team doesn’t have the necessary skills or the inclination to talk to Mirage and Rollbar, they might think to examine the controls of the 2040 (presuming they stopped it) for any pertinent data. A PC who succeeds at a DIF 15 Technology Skill Test can tell that the train’s advanced autopilot was engaged only an hour ago. By recalling Astrotrain’s map with a successful DIF 15 Alertness or Culture Skill Test, a Decepticon remembers of an offshoot of the tracks about where the 2040’s autopilot was engaged that leads to a disused railyard a few miles to the southwest of their current location. There’s a good chance the Energon was taken there! If the group finds the location of the Energon, award them with a Story Point. If the Decepticon rookies fail either method of figuring out where to go next, Astrotrain hails them on their personal comms to give them the location and tells to get their “fenders into gear and get me that Energon!” Part 4: Last Stop… Calamity and Chaos When the Autobots planned to divert the Energon shipment onto another train to take it to a disused railyard in Colorado, they gave Blaster and several of his Recordabots the job of watching over the resources until they could be retrieved. Luckily, not many humans live near the railyard to hear the veteran Autobot pump up his music to relieve the boredom of waiting. We Need a Plan The Decepticon rookies are aware of the railyard’s general location and can head in that direction when they’re ready, possibly leaving the captive Mirage and Rollbar behind to deal with later. They might want to take some time to repair any damage they sustained during their last fight, but if they take too long, they receive a communication from Astrotrain asking about their progress. He doesn’t accept any backtalk from the team, and expects them to be able to figure out the next step of the mission on their own. If the players are struggling, Astrotrain can suggest that they head to railyard coordinates, but quietly, as more Autobots are likely guarding the place. As the characters make their way across the countryside again, they can discuss how they want to approach the railyard. The team knows nothing about how the area is situated or how many Autobots are present, so a stealthy recon would be the most tactical decision. However, the Decepticon rookies might brashly decide to rush in, hope to catch the Autobots by surprise, and then figure out the next step on the fly. While the latter option is the more dangerous one, there is a certain appeal to it, especially to those characters who are upset about being tricked by the Autobots. Rhino Wrangling Blaster has sent one of his minions, Ramhorn, to make a wide patrol around the railyard to help the brutish Mini-Con work out some excess energy. Ramhorn’s rhino Bot Mode would be out of place in the surrounding biome, even if he weren’t made out of metal, so the Recordabot tries to keep a low profile during his circuit. As the Decepticons get closer to the railyard coordinates, have each team member attempt a DIF 12 Alertness Skill Test. Those who succeed spot Ramhorn moving carefully between some outcroppings of rock, but the Mini-Con hasn’t seen them yet. If the entire team fails, they blunder past Ramhorn (see page 167), who initiates a fight (see below). There are a few ways that the Decepticons can deal with Ramhorn if they spot him. Many of their reactions may adjust Off the Rails on page 203. Avoid: If the team doesn’t want to deal with the Mini-Con, they can try to sneak past him. The Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.


THE DECEPTICON DIRECTIVE 201 ADVENTURE IN DISGUISE 6 Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.


202 TRANSFORMERS ROLEPLAYING GAME team attempts a group Infiltration Skill Test against Ramhorn’s Alertness Skill Test (rolled with Snag due to his lack of attention). If at least half of the team succeeds, they can see where Ramhorn’s patrol will take him and quietly go in the opposite direction while still moving toward the railyard; later, Ramhorn hears the fighting at the railyard and joins that combat after 2d2 rounds. If fewer than the team succeeds, Ramhorn happens to look in their direction at just the wrong moment. The impetuous Mini-Con then initiates a fight (see below). Frighten Off: If the Decepticons present enough of a show of force, they can make Ramhorn flee the area and not return for some time. The team needs to succeed at two Intimidation Skill Tests against Ramhorn’s Cleverness Defense to do so (a Critical Success counts as two regular successes). The PCs can Lend Assistance to the PC attempting these Skill Tests as usual, but also if they have at least a +d4 in either Might or Targeting to flaunt their attack prowess. With two successes, Ramhorn runs off in the opposite direction of the railyard; he doesn’t participate in the fight there. If the team fails twice before succeeding twice, Ramhorn initiates a fight (see below). Smack Down: The Decepticons might wish to simply engage the Mini-Con in a fight to ensure he doesn’t cause any problems later or report back to Blaster. This is a normal combat scene, and you can use the map on page 204 if needed. Ramhorn attempts to flee the fight if reduced to 1 Health; if he manages to get away, the Decepticons will face the injured Mini-Con alongside his compatriots. In the unlikely event that Ramhorn Defeats the Decepticons, he goes off to inform Blaster of their presence. When the team approaches the railyard, Ramhorn is there with any damage he sustained, but the entire Autobot team gains Edge on their Initiative Skill Test for the fight. This Must Be the Place Regardless of how the team deals with Ramhorn, they eventually reach the edge of the disused railyard. They have a good vantage point near some hills to see the area’s many tracks and buildings without being spotted themselves. However, there is a 200 feet of empty space between their current position and the facility’s perimeter. From their position, the Decepticon rookies can Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.


THE DECEPTICON DIRECTIVE 203 ADVENTURE IN DISGUISE 6 see a large Autobot of similar build to Soundwave overseeing three Mini-Cons (four if Ramhorn has returned to the railyard). Two of the Mini-Cons are humanoid in shape and are moving Energon cubes from a train car and placing them on several hover sleds for further transport. The third prowls around in the form of a large cat. A PC who succeeds at a DIF 10 Culture Skill Test recognizes the Autobot in charge as Blaster, the Autobot’s communications officer who is a veteran soldier and works with an array of Mini-Con minions; let the players know that they will likely have a tough time if they face off directly against Blaster. A PC who succeeds at a DIF 12 Alertness Skill Test while surveying the site spots an old fuel tanker car marked with standard explosives warning on the far side of the railyard. Igniting the tanker car could provide a useful distraction. A PC who succeeds at a DIF 14 Technology Skill Test surmises that the facility’s lights, as well as the hover sleds, must be getting power from some non-Earth source. By following the path of a few wires, that Decepticon sees a Cybertronian generator tucked into niche where Blaster is standing. After the team has thought about how to approach the facility and had a chance to look around, ask them about their plan. Use the following to adjudicate their possible methods and how they impact Off The Rails. Calling Astrotrain: If the Decepticon rookies feel like they need a little help, they can contact Astrotrain. This requires a successful DIF 14 Technology Skill Test to encrypt the communication first, otherwise Blaster intercepts the call and warns his Mini-Cons, granting all the Autobots ↑1 on their Initiative Skill Tests for the upcoming fight. While the PCs wait for Astrotrain to arrive (which takes about an hour), they can also engineer a distraction or charge in. Charge!: If the Decepticon team decides to rush the railyard all at once, they need to attempt a group DIF 10 Athletics or Driving Skill Test to cross the empty space quickly to gain any advantage. If at least half of the team succeeds, they all gain Edge on their Initiative Skill Tests for the following fight. Power Drain: If the team noticed the Cybertronian power generator and one of them has a weapon with a range of 200 feet, that PC can target the device with a ranged attack. With a successful ranged attack against a Toughness Defense of 15 that deals at least 1 damage, one of the Energon batteries powering the generator explodes spectacularly. Blaster takes 1 damage and he and other Autobots falter. Even if they had been made aware of an upcoming assault, the Autobots suffer Snag on their Initiative Skill Test in the fight. However, if the attack misses, the Autobots are alerted to the Decepticons’ presence and all gain ↑1 on their Initiative Skill Tests. Smoke Screen: If the group discovered the abandoned fuel tanker car, they can ignite the leftover fuel within by dealing at least 1 Energy, Fire, or Laser damage by succeeding on an attack (either ranged or melee) against a Toughness Defense of 12. A plume of thick, black smoke rises from the tanker. The Decepticons can use this smoke as cover if they approach from that direction; ranged attack against them in the smoke suffer ↓2 for the first 1d4 rounds of the fight. Alternatively, if they attack from the opposite direction of the smoke, Blaster doesn’t join the combat for 1d4+1 rounds as he goes off to inspect the explosion. Off the Rails Whether the Decepticon rookies made a careful plan of attack and caused an explosive diversion or rush in headlong, they must engage in the adventure’s climactic battle to wrest control over a large store of Energon! Blaster and his Mini-Cons Eject, Rewind, Steeljaw, and possibly Ramhorn stand against the scheming Decepticons to keep the precious resource out of their hands. Eject (see page 166) and Rewind (see page 168) take up defensive positions near the Energon cubes, while Steeljaw (see page 169) aggressively closes the distance to meet the Decepticons. Ramhorn (see page 167), if he is present, does the same, even if he has damage from a previous encounter. If an Autobot Mini-Con is reduced to 1 Health, they will try to return to Blaster to dock with him and repair damage on their next turn; the except is Ramhorn, who fights until he is Defeated. If he hasn’t been distracted, Blaster (see page 132) sizes up the Decepticon team during his first turn, instead of attacking. Read or paraphrase the following: Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.


OFF THE RAILS MAP 204 TRANSFORMERS ROLEPLAYING GAME Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.


THE DECEPTICON DIRECTIVE 205 ADVENTURE IN DISGUISE 6 “Oh yo, you jokers aren’t going to crash this party! No way! Look… I don’t know you, and if I don’t know you, that means you’re green. An’ green don’t want to come dance with me. You’ll find my tune a little hard for your liking. So, take the L, walk away, and you punks get to dance another day.” The brightly colored Autobot draws his boom gun and drops the barrel unceremoniously into his opposite hand with a “clunk.” “Your lead.” If Blaster was distracted by smoke from an ignited tanker car, he says something similar when he returns to the scene (after 1d4+1 rounds), giving the Decepticons the chance to surrender. The PCs likely do no such thing. In either case, during a straight fight, Blaster attacks every other turn, using the Stun alternate effect of his boom gun and being careful not to catch any of his Mini-Cons in the blast. However, if the team called in Astrotrain and waited for him to arrive, the massive Decepticon squares off against Blaster, essentially removing the both from the combat. If the Decepticons didn’t radio Astrotrain, he arrives in 2d4 rounds (having learned earlier of the presence of Blaster at the railyard by eavesdropping on Autobot comms) to blast and punch the Autobot leader. If the Decepticons are Defeated, Astrotrain is able to drive off Blaster and his Recordabots, though he is heavily damaged in the process. Astrotrain offers no praise to the rookies at the adventure’s conclusion, but the result is essentially the same. When all of Blaster’s Mini-Cons have been either Defeated or have docked with him, Blaster will recognize that he is outnumbered and that even this amount of Energon isn’t worth getting captured by the Decepticons. He takes a round or two to collect any Defeated Recordabots and then withdraws from the scene, throwing down a sonic charge to cover his escape. In either case, the Decepticons can take possession of the Energon! Conclusion: All Aboard! With the Autobots gone, Astrotrain approaches the train car filled with Energon cubes. “Unicron’s maw! This is exactly what I… we… need! I mean, look at this…” Astrotrain grabs a pair of shining Energon cubes from the stack and holds them for you to see. An enormous smile forms on his face. “You guys did good. Real good. Why don’t we get outta here, sip back a few of these beauties back at the Nemesis, and show the rest of those hull-kissers who they can’t go pushin’ around anymore, eh?” Astrotrain converts to his Alt Mode and asks the PCs to connect the freight car to him. The Decepticon rookies can board if there is room, and everyone makes their way back to Astrotrain’s hideout at the Kansas quarry. As they wait there for transit back to the Nemesis, they can relax and repair any damage. Each Decepticon PC advances to 2nd level. In addition, the team has formed a somewhat close camaraderie with Astrotrain and the Seekers friendly to him, and has earned a reputation for being Decepticons that can accomplish things when needed (provided they weren’t Defeated by Blaster and his Recordabots). The team’s adventures are far from over, and who knows which of their sinister superiors might give them their next orders… Downloaded by Elijah Kidd on 6/21/2024 . Unauthorized distribution prohibited.


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


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


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