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Published by Private, 2024-06-29 21:14:13

RPG - EC

Book for private players

99 CHAPTER 4: THREATS AND ALLIES TRANSFORMERS ROLEPLAYING GAME Enimga of Combination THREAT LEVEL: 9 SIZE: Large/Long HEALTH: 10 MOVEMENT: 30ft Ground (Bot Mode); 60ft Aerial (Alt Mode) STRENGTH: 11 SPEED: 7 SMARTS: 4 SOCIAL: 2 TOUGHNESS: 21 EVASION: 19 WILLPOWER: 14 CLEVERNESS: 12 SKILLS • Alertness (Perception) +d6* • Brawn +d4 • Conditioning +1 • Driving (Flying) +d6* • Initiative +d4 • Intimidation (Frighten) +d6* • Might (Martial Arts) +d6* • Streetwise +d4 • Targeting +d2 • Languages: Cybertronian, English, Japanese PERKS Fast Conversion: Air Raid spends a Free action to convert between Bot Mode and Alt Mode. Gestalt Combiner (Titan Hardpoint): Air Raid can connect and combine with the other Aerialbots, becoming part of Superion (see page 102). Mayhem Attack: After making an attack aided by an ally via the Lend Assistance action, Air Raid can immediately spend a Free action to make another attack against the same target with the same benefits. ATTACKS Energon Chocks (Might): +d6*, Reach (2 Blunt damage) Alternate Effects: Maneuver Hands: 1 Requirements: Bot Mode Only Upgrades: Deadly Traits: Blunt, Martial Arts, Silent Flyby (Driving): +d6*, Reach (1 Blunt damage) Alternate Effects: Trip Requirements: Alt Mode Only; Move at least 10ft before attacking Traits: Integrated Torque Gun (Targeting): +d2, Range 25ft/80ft (1 Sharp damage) Traits: Ballistic, 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 Gate Press (1/scene, Free, Alt Mode only): Air Raid throws all power to his afterburners. For the duration of this turn, his Alt Mode speed is doubled. In addition, his Flyby attack gains Edge and deals 1 additional Blunt damage. If Air Raid misses a Flyby attack while within 30ft of the ground, he crashes and lands Prone. GEAR Armor: Deflective matrix (+2 deflective to Evasion) Weapons: Energon chocks (Might sidearm melee), torque gun (Targeting integrated projectile) Fireflight Awestruck by the beauty of the world around him, this Autobot has a Spark that leads him to be easily distracted. If his fellow Aerialbots don’t keep a close eye on him, he might fly off in search of new sources of wonder. This leaves his teammates wondering if they’ve partnered with some kind of idyllic dreamer. THREAT LEVEL: 8 SIZE: Large/Long HEALTH: 9 MOVEMENT: 30ft Ground (Bot Mode); 60ft Aerial (Alt Mode) STRENGTH: 3 SPEED: 9 SMARTS: 2 SOCIAL: 8 TOUGHNESS: 15 EVASION: 19 WILLPOWER: 12 CLEVERNESS: 18 SKILLS • Animal Handling +d6 • Conditioning +1 • Culture +d4 • Deception +d2 • Driving (Flying) +d6* • Initiative +d4 • Might +d4 • Persuasion (Diplomacy) +d6* • Targeting +d6 • Languages: Cybertronian, English, Esperanto, Greek, Korean, Kurdish PERKS Barrel Roll: In any turn where Fireflight moves at least 10ft using his Aerial Movement, he may take the Defend action for 2 Free actions instead of the normal Standard action. Gestalt Combiner (Enhanced Move): Fireflight can connect and combine with the other Aerialbots, becoming part of Superion (see page 102). Mode Conversion: Cybertronians spend a Standard action to convert between Bot Mode and Alt Mode. Downloaded by Elijah Kidd on 6/29/2024 . Unauthorized distribution prohibited.


100 TRANSFORMERS ROLEPLAYING GAME: THE ENIGMA OF COMBINATION TRANSFORMERS ROLEPLAYING GAME Enimga of Combination ATTACKS Flyby (Driving): +d6*, Reach (1 Blunt damage) Alternate Effects: Trip Requirements: Alt Mode Only; Move at least 10ft before attacking Traits: Integrated Photon Cannon (Targeting): +d6, Range 100ft/400ft (1 Laser damage) Alternate Effects: Stun 1, Spot Hands: 1 Requirements: Bot Mode only Traits: Computerized Unarmed Combat (Might): +d4, Reach (Stun 1) Alternate Effects: 1 Blunt damage (1), Maneuver (1) Requirements: Bot Mode only Traits: Martial Arts, Silent POWERS Scramble (1/turn, Move): Moving fast is always the answer. Fireflight moves no farther than 20 feet, but at least 10 feet. Until the beginning of his next turn, attacks made against him target his Evasion, even if the attack normally dictates the Defense it targets. If the attack hits and normally has an effect with a numeric value (such as 1 Sharp damage), reduce the numeric effect by 1 (to a minimum of 0). Wild Weasel (3/scene, Free): Fireflight emits a carefully modulated anti-radiation signal, causing attacks from enemy weapons with the Computerized, Electromagnetic, or Seeking traits within 100ft to suffer Snag until the start of his next turn, including guided projectiles that are fired into this area from longer range, such as missiles. GEAR Armor: Medium armor matrix (+2 deflective to Toughness) Weapons: Photon cannon (see page 51) HANG-UP Daydreamer: Fireflight is constantly wonderstruck by pretty scenery, novel surface geology, native flora, and so on. Whenever a distraction such as this is present in a scene, Fireflight suffers 1 on all Skill Tests for 1 round. New distractions may prompt penalties in future rounds at the GM’s discretion. Silverbolt Chosen by Optimus Prime to lead the Aerialbots, this brave warrior cares deeply for his squadron, even in the face of his own fears. Whether on or off the battlefield, this Autobot always seeks to encourage harmony. THREAT LEVEL: 15 SIZE: Huge/Extended HEALTH: 15 MOVEMENT: 30ft Ground (Bot Mode); 60ft Aerial (Alt Mode) STRENGTH: 14 SPEED: 9 SMARTS: 7 SOCIAL: 6 TOUGHNESS: 24 EVASION: 21 WILLPOWER: 17 CLEVERNESS: 16 SKILLS • Athletics +d8 • Brawn (Endurance) +d8* • Driving (Flying) +d8* • Initiative +d4 • Might (Martial Arts) +d8* • Persuasion (Truth) +d10* • Science +d4 • Survival (Tracking) +d8* • Targeting +d4 • Languages: Cybertronian, English, French, Malay PERKS Carrier: While in Alt Mode, Silverbolt’s Brawn Skill is considered to be two ranks higher for the purpose of determining his Carrying Capacity. Gestalt Combiner (Commander [Strength, Speed]): Silverbolt can connect and combine with the other Aerialbots, becoming part of Superion (see page 102). Mode Conversion: Cybertronians spend a Standard action to convert between Bot Mode and Alt Mode. Titan Hardpoint Upgrades: Silverbolt’s integrated hardpoints have been upgraded to handle Titan-class weaponry (see pages 47–48). ATTACKS Deflector Knuckles (Might): +d8*, Reach (3 Sharp damage) Alternate Effects: 3 Sharp damage—Multiple (2) Targets (Reach, 1), Maneuver (2) Requirements: Bot Mode Only Traits: Anti-Tank, Armor Piercing, Integrated, Martial Arts, Titan-Class Electrostatic Rifle (Targeting): +d4, Range 100ft/400ft (1 Electric damage) Alternate Effects: Stun 1 (1) Hands: 2 Requirements: Bot Mode only Traits: Sniper Flyby (Driving): +d8*, 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 2) Downloaded by Elijah Kidd on 6/29/2024 . Unauthorized distribution prohibited.


101 CHAPTER 4: THREATS AND ALLIES TRANSFORMERS ROLEPLAYING GAME Enimga of Combination Alternate Effects: 2 Blunt damage (1), Maneuver (1) Requirements: Bot Mode only Traits: Martial Arts, Silent POWERS Break the Sound Barrier (1/scene, Move and Standard, Alt Mode only): Silverbolt moves at least 30ft. All creatures within 10ft of Silverbolt when he ends this Movement must succeed at a DIF 14 Brawn Skill Test or be dealt 2 Sonic damage. Stay in Formation (1/scene): At the start of combat, instead of testing their own Initiative, all other Aerialbots may choose to set their Initiative as 1d2 lower than his (minimum final result of 1). GEAR Armor: Deflective matrix (+2 deflective to Evasion) Weapons: Deflector knuckles (Might integrated melee), electrostatic rifle (Targeting medium element) HANG-UP Acrophobia: Due to his origins as a low-altitude cargo carrier from Cybertron, Silverbolt is afraid of heights. If he is ever more than 60ft above solid ground, he suffers Snag on all Skill Tests. Skydive Like a falcon choosing targets from on high, Skydive is the Aerialbots’ unmatched master of combat tactics and military strategy. Though perhaps a little standoffish at first, this Autobot is dedicated to his comrades and willing to apply all his knowledge of warfare to their defense. THREAT LEVEL: 11 SIZE: Large/Long HEALTH: 11 MOVEMENT: 30ft Ground (Bot Mode); 60ft Aerial (Alt Mode) STRENGTH: 4 SPEED: 10 SMARTS: 11 SOCIAL: 3 TOUGHNESS: 16 EVASION: 20 WILLPOWER: 21 CLEVERNESS: 13 SKILLS • Alertness (Situational Awareness) +d6* • Brawn +d4 • Culture (Military History) +d6* • Driving (Flying) +d6* • Initiative +d4 • Might +d4 • Performance +d6 • Targeting (Missiles) +d6* • Technology +d6 • Languages: Cybertronian, English, Hebrew, Mandarin, Taiwanese, Urdu PERKS Aerial Superiority: When Skydive attacks from higher ground, he gains Edge as well as 1 on attacks. Gestalt Combiner (Enhanced Attack): Skydive can connect and combine with the other Aerialbots, becoming part of Superion (see page 102). Mode Conversion: Cybertronians spend a Standard action to convert between Bot Mode and Alt Mode. Multi-Role Loadout: Skydive’s chassis has been modified so he can carry two missiles on each Hardpoint instead of one. While so armed, decrease each of his Movement speeds by 10ft until all his missiles have been fired. ATTACKS Missile (Targeting): +d6*, Range 500ft/1000ft; min. 60ft (1 Fire damage Blast: 50ft radius) Alternate Effects: 1 Fire damage (1), 2 Fire damage, 2 Fire damage Blast: 20ft radius (1) Traits: Anti-Tank, Computerized, Consumable, Integrated, Wrecker Flyby (Driving): +d6*, Reach (1 Blunt damage) Alternate Effects: Trip Requirements: Alt Mode Only; Move at least 10ft before attacking Traits: Integrated Nega Gun (Targeting): +d6, Range 100ft/400ft (1 Acid damage) Hands: 2 Requirements: Bot Mode only Traits: Sniper Unarmed Combat (Might): +d4, Reach (Stun 1) Alternate Effects: 1 Blunt damage (1), Maneuver (1) Requirements: Bot Mode only Traits: Martial Arts, Silent POWERS Ripple Fire (2/scene, 1–4 Free and Standard): Skydive can lock onto and attack multiple targets at the same time in a devastating barrage. Skydive can use Free actions to track up to four enemies, as long as he has that many ranged weapons available to fire. As a Standard action, he can then make a missile or gun attack against each of these targets, firing each weapon or consumable once. GEAR Armor: Medium armor matrix (+2 deflective to Toughness) Weapons: Integrated missiles (4), nega gun (Targeting medium element) Downloaded by Elijah Kidd on 6/29/2024 . Unauthorized distribution prohibited.


102 TRANSFORMERS ROLEPLAYING GAME: THE ENIGMA OF COMBINATION TRANSFORMERS ROLEPLAYING GAME Enimga of Combination Slingshot Brash, loud, and outspoken, Slingshot often writes checks that he can’t cash, requiring his Aerialbot teammates to come to the rescue. Not content with simply hovering around near stronger Autobots, this wisecracking scrapper likes to go out looking for trouble. THREAT LEVEL: 6 SIZE: Large/Long HEALTH: 6 MOVEMENT: 30ft Ground (Bot Mode); 60ft Aerial (Alt Mode) STRENGTH: 2 SPEED: 6 SMARTS: 4 SOCIAL: 6 TOUGHNESS: 14 EVASION: 16 WILLPOWER: 14 CLEVERNESS: 16 SKILLS • Deception (Bragging) +d6* • Driving (Flying) +d4* • Initiative +d2 • Intimidation +d2 • Might +d2 PERKS Aerial Superiority: When Slingshot attacks from higher ground, he gains Edge as well as 1 on attacks. Earlier is Better than Later: Slingshot always likes to jump headlong into battle. While in Alt Mode, Free Actions used for additional Movement add 10 feet to Slingshot’s Movement instead of 5. Gestalt Combiner (Armored Defense): Slingshot can connect and combine with the other Aerialbots, becoming part of Superion. Mode Conversion: Cybertronians spend a Standard action to convert between Bot Mode and Alt Mode. Scrounging Kit-Bash: Slingshot’s experiences have taught him the value of sourcing spare parts from other places, even fancy Earth cars! Any source of nearby technological parts counts as Slingshot having a Standard Repair Kit on him. ATTACKS Neutron Rifle (Targeting): +d4, Range 100ft/400ft (1 Energy damage) Alternate Effects: 2 Energy damage (1) Hands: 2 Requirements: Bot Mode only Flyby (Driving): +d4*, Reach (1 Blunt damage) Alternate Effects: Trip Requirements: Alt Mode Only; Move at least 10ft before attacking Traits: Integrated Unarmed Combat (Might): +d2, Reach (Stun 1) Alternate Effects: 1 Blunt damage (1), Maneuver (1) Requirements: Bot Mode only Traits: Martial Arts, Silent POWERS Quick Repair (1/scene, Standard, Bot Mode only): Slingshot repairs 1d2 Health to himself or a Cybertronian ally within Reach without attempting a Skill Test. GEAR Armor: Light armor matrix (+1 deflective to Toughness) Weapons: Neutron rifle (Targeting medium projectile) HANG-UP Delusions of Grandeur: Slingshot talks a good game, but sometimes has trouble living up to his own hype. Any time he fails a Skill Test, he must succeed at a DIF 12 Deception (Bragging) Skill Test, or he suffers Snag on all Skill Tests until the end of his next turn. Superion One of the first giant Gestalt Combiner Megaforms, Superion has been called upon by the Autobots to turn the tide of battle in several major engagements, to the dismay of both Decepticons and nearby structures alike. Despite his destructive paradigm, Superion’s purpose is to help the Autobots achieve peace, though through superior firepower! THREAT LEVEL: 19 SIZE: Towering HEALTH: 15/11/10/9/6 MOVEMENT: 40ft Ground STRENGTH: 15 SPEED: 11 SMARTS: 11 SOCIAL: 8 TOUGHNESS: 27 EVASION: 23 WILLPOWER: 21 CLEVERNESS: 18 SKILLS • Acrobatics +d8 • Alertness +d8 • Animal Handling +d6 • Athletics +d8 • Brawn (Endurance) +d8* • Culture +d6 • Deception +d2 PERKS Energon Pool: Superion possesses an Energon Pool of 8. Gestalt Combiner Form: Superion is the Gestalt Combiner form of Air Raid (see page 98), Fireflight (see page 99), Silverbolt (see page 100), Skydive (see page 101), and Slingshot. • Targeting +d4 • Technology (Repair) +d6* • Streetwise +d4 • Languages: Cybertronian, Arabic, English, Junkion • Initiative +d4 • Might (Martial Arts) +d10* • Persuasion +d8 • Targeting +d10 • Technology +d8 • Languages: Cybertronian, English Downloaded by Elijah Kidd on 6/29/2024 . Unauthorized distribution prohibited.


103 CHAPTER 4: THREATS AND ALLIES TRANSFORMERS ROLEPLAYING GAME Enimga of Combination VTOL: Even without an Aerial Movement speed, Superion still benefits from being comprised of jets. He can safely land from any altitude without falling and he can high jump a distance equal to his Ground Movement speed without needing to attempt a Skill Test. ATTACKS Big Blaster (Targeting): +d10, Range 40ft/130ft (3 Sharp damage Blast: 5ft radius) Alternate Effects: Trip Hands: 1 Traits: Ballistic Deflector Knuckles (Might): +d10*, Reach (4 Sharp damage) Alternate Effects: 4 Sharp damage—Multiple (2) Targets (Reach, 1), Maneuver (2) Traits: Anti-Tank, Armor Piercing, Integrated, Martial Arts, Titan-Class Unarmed Combat (Might): +d10*, Reach (Stun 4) Alternate Effects: 4 Blunt damage (1), Maneuver (1) Traits: Martial Arts, Silent GEAR Armor: Armored defense (+2 deflective to Toughness), deflective matrix (+2 deflective to Evasion) Weapons: Big blaster (Towering blast), deflector knuckles (Might integrated melee) HANG-UP Narrow Focus: Superion exists for one purpose only: assaulting Decepticons with overwhelming force. All personalities belonging to his constituent members are suppressed. This is represented by Superion suffering Snag on all Social-based Skill Tests. Downloaded by Elijah Kidd on 6/29/2024 . Unauthorized distribution prohibited.


104 TRANSFORMERS ROLEPLAYING GAME: THE ENIGMA OF COMBINATION TRANSFORMERS ROLEPLAYING GAME Enimga of Combination Brainstorm & Arcana Credited with inventing the original Headmasters, these two scientists arguably share the closest bond between those who have undergone the Binary Bonding process. They complement each other extremely well, bringing unbridled imagination and innovation to aid the Autobots. Earning this team’s assistance is generally easy. Enticing Brainstorm with opportunities to test out various hypotheses in the field is a surefire winner, and despite being a bit aloof at times, Arcana can be susceptible to flattery for his wise and learned counsel. Brainstorm Brainstorm (Cybertronian jet) is a never-ending font of ideas for new technological developments but sometimes has trouble finishing one thought before delving into the next. THREAT LEVEL: 12 SIZE: Huge/Extended HEALTH: 13 MOVEMENT: 30ft Ground (Bot Mode); 60ft Aerial (Alt Mode) STRENGTH: 3 SPEED: 10 SMARTS: 12 SOCIAL: 5 TOUGHNESS: 15 EVASION: 20 WILLPOWER: 22 CLEVERNESS: 15 SKILLS • Alertness (Analytics) +d6* • Athletics +d2 • Conditioning +1 • Deception +d2 • Driving (Flying) +d6* • Finesse +d2 • Initiative +d2 • Intimidation +d2 • Persuasion (Truth) +d4* • Science (Physics) +d6* • Streetwise +d2 • Targeting (Photon Cannons) +d6* • Technology (Engineering) +d6* • Languages: Arabic, Cybertronian, English, Greek, Hebrew, Latin, Nebulanese, Quintessan PERKS Doubleshot: Brainstorm understands how to balance opposing forces in his weaponry. When using two identical integrated or one-handed weapons (such as his photon cannons), he can make an attack with each weapon once as part of a single Attack action. If these attacks are made at different targets, each suffers 1. Headmaster Body: Brainstorm is symbiotically linked with Arcana, who has access to a special Transtector Headmaster Rig. While in Bot Mode and linked to the being using the Headmaster Rig, Brainstorm gains 1 to Skill Tests with Skills that Arcana has at his Skill Rank or higher. Mode Conversion: Cybertronians spend a Standard action to convert between Bot Mode and Alt Mode. Photographic Memory: Brainstorm’s memory buffers are much larger than the typical Cybertronian, allowing him to recall the tiniest details with ease from anything he’s seen in the last 6 months. Roll With It: Brainstorm can ride the force of a blow to safety. Once per turn, when he takes damage, he can immediately move 10ft away from the source of the attack. ATTACKS Photon Cannons (Targeting): +d6*, Range 100ft/400ft (1 Laser damage) Alternate Effects: Stun 1, Spot Hands: 1 Traits: Computerized Flyby (Driving): +d6*, Reach (1 Blunt damage) Alternate Effects: Trip Requirements: Alt Mode Only; Move at least 10ft before attacking Traits: Integrated Reinforced Wing Struts (Finesse): +d2, Reach (1 Sharp damage) Requirements: Bot Mode Only Traits: Integrated, Silent Unarmed Combat (Finesse): +d2, Reach (Stun 1) Alternate Effects: 1 Blunt damage (1), Maneuver (1) Requirements: Bot Mode only Traits: Martial Arts, Silent POWERS Adroit Analysis (Move): Brainstorm attempts an Alertness (Analytics) Skill Test against the Willpower or Cleverness Defense of a target he can see. On a success, he learns a valuable piece of information of his choice about them, such as their Rank in a specific Skill or a Defense score. In addition, he gains 1 on all Tests against that target until the end of his turn. GEAR Armor: Medium armor matrix (+2 deflective to Toughness) Weapons: Photon cannons (Targeting sidearm element) HANG-UP Headmaster Reliance: After being subjected to the linking process with the symbiotic Headmaster Rig, Brainstorm can’t convert to his Bot Mode without Downloaded by Elijah Kidd on 6/29/2024 . Unauthorized distribution prohibited.


105 CHAPTER 4: THREATS AND ALLIES TRANSFORMERS ROLEPLAYING GAME Enimga of Combination Arcana being adjacent. Brainstorm must also spend an additional Free action to convert into his Bot Mode. Arcana Nebulan doctor Arcana boasts an intelligence comparable to Brainstorm’s while being tempered with old age (by Nebulan standards). THREAT LEVEL: 6 SIZE: Common/Common HEALTH: 6 MOVEMENT: 30ft Ground; 0ft Ground (Alt Mode) STRENGTH: 2 SPEED: 5 SMARTS: 9 SOCIAL: 2 TOUGHNESS: 16 EVASION: 15 WILLPOWER: 19 CLEVERNESS: 12 SKILLS • Deception +d2 • Driving +d2 • Finesse +d2 • Initiative +d2 • Intimidation +d4 • Science (Medicine) +d6* • Streetwise +d2 • Targeting +d4 • Technology (Headmasters) +d8* • Languages: Cybertronian, English, Greek, Nebulanese, Norwegian, Japanese PERKS Experimental Medicine: When using Cybertronian facilities or equipment, Arcana gains Edge on Science Skill Tests to perform medical procedures on or restore Health to living creatures. Focused Study: Arcana can use his Technology (Headmasters) Specialization as if it were also the Communications, Computers, Engineering, and Repair Specializations when interacting with those with the Headmaster Body or Headmaster Head Perk. These Skill Tests are made at 1. Headmaster Head: Arcana is symbiotically linked to Brainstorm with a special Headmaster Rig. While linked to Brainstorm in his Bot Mode, Arcana grants additional benefits (as listed in Brainstorm’s stats), uses Brainstorm’s statistics, and can’t be targeted directly without the attacker suffering 2. ATTACKS Nebulanese Blaster (Targeting): +d4, Range 25ft/80ft (1 Energy damage) Hands: 1 Requirements: Not in Alt Mode Traits: Ballistic Unarmed Combat (Finesse): +d2, Reach (Stun 1) Alternate Effects: 1 Blunt damage (1), Maneuver (1) Requirements: Not in Alt Mode Traits: Martial Arts, Silent GEAR Armor: Headmaster Transtector Rig (+4 deflective to Toughness) Weapons: Nebulanese blaster (see page 50) Other: Standard Medicine Kit, Standard Repair Kit Brainstorm & Arcana Downloaded by Elijah Kidd on 6/29/2024 . Unauthorized distribution prohibited.


106 TRANSFORMERS ROLEPLAYING GAME: THE ENIGMA OF COMBINATION TRANSFORMERS ROLEPLAYING GAME Enimga of Combination Chromedome & Stylor Initially a bit of a mismatch, this pairing of a relatively quiet academic with a stylish and outgoing Nebulan has managed to be a benefit to them both. Somehow, the two seem to bring out better qualities in the other, making for a solid team. Those seeking to earn this pair’s favor can engage with Chromedome about his time at Cybertron’s Institute for Higher Programming, but the far easier approach is to appeal to Stylor’s sense of dramatic flair. Chromedome Chromedome (Cybertronian sports car) would probably be more at-home doing research or helping his fellow Autobots deal with mental strains. THREAT LEVEL: 8 SIZE: Huge/Extended HEALTH: 8 MOVEMENT: 30ft Ground (Bot Mode); 45ft Ground (Alt Mode) STRENGTH: 3 SPEED: 6 SMARTS: 10 SOCIAL: 3 TOUGHNESS: 14 EVASION: 16 WILLPOWER: 20 CLEVERNESS: 13 SKILLS • Athletics +d2 • Culture (Psychology) +d6* • Driving +d6 • Initiative +d2 • Might +d4 • Persuasion +d6 • Science +d4 • Targeting +d4 • Technology (Repair) +d6* • Languages: Cybertronian, English, German, Junkion, Nebulanese PERKS Ballistics Precision: Chromedome is particularly adept at using firing trajectories to anticipate a target’s defensive movements. His attacks using a weapon with the Ballistic trait gain 1 within normal range. Headmaster Body: Chromedome is symbiotically linked with Stylor, who has access to a special Transtector Headmaster Rig. While in Bot Mode and linked to the being using the Headmaster Rig, Chromedome gains 1 to Skill Tests with Skills that Stylor has at his Skill Rank or higher. Mnemosurgery: Chromedome can use nanofilament wires housed within his fingertips to help his fellow Autobots rewind the effects of mental ailments. He can make Culture (Psychology) Skill Tests in lieu of Technology (Repair) Skill Tests when attempting to restore Health to Cybertronian creatures within his reach without needing to use a Repair Kit. Mode Conversion: Cybertronians spend a Standard action to convert between Bot Mode and Alt Mode. ATTACKS Blaster Carbine (Targeting): +d4, Range 40ft/100ft (2 Energy damage) Hands: 2 Requirements: Bot Mode Only Traits: Ballistic Chromedome Downloaded by Elijah Kidd on 6/29/2024 . Unauthorized distribution prohibited.


107 CHAPTER 4: THREATS AND ALLIES TRANSFORMERS ROLEPLAYING GAME Enimga of Combination Carbine Stock (Might): +d4, Reach (1 Blunt damage) Hands: 2 Requirements: Bot Mode Only Traits: Silent 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 Cyber-Analyst (Standard): Chromedome can provide stunning insights to a foe with a few well-placed words. Chromedome attempts a Technology Skill Test against the Willpower or Cleverness Defense of a Cybertronian target who can hear him. On a success, the target suffers Stun 1. GEAR Armor: Light armor matrix (+1 deflective to Toughness) Weapons: Blaster carbine (Targeting long projectile), carbine stock (Might medium melee) Other: Standard Repair Kit HANG-UP Headmaster Reliance: After being subjected to the linking process with the symbiotic Headmaster Rig, Chromedome can’t convert to his Bot Mode without Stylor being adjacent. Chromedome must also spend an additional Free action to convert into his Bot Mode. Stylor Nebulan socialite Stylor prefers to spend his downtime out on the town (regardless of what kind of town that is) or carefully applying the finest of detailing products to his and Chromedome’s armored shells, so that they make a fashionable splash when next they’re seen together. THREAT LEVEL: 4 SIZE: Common/Common HEALTH: 4 MOVEMENT: 30ft Ground; 0ft Ground (Alt Mode) STRENGTH: 2 SPEED: 3 SMARTS: 3 SOCIAL: 6 TOUGHNESS: 16 EVASION: 13 WILLPOWER: 13 CLEVERNESS: 16 SKILLS • Culture (Fashion) +d4* • Finesse +d4 • Intimidation +d4 • Performance +d2 • Persuasion +d6 • Streetwise +d4 • Targeting +d2 • Languages: Cybertronian, English, French, Spanish, Nebulanese PERKS Fashion Forward: When dressed in his best finery and trying to impress, Stylor gains Edge on Persuasion Skill Tests. Headmaster Head: Stylor is symbiotically linked to Chromedome with a special Headmaster Rig. While linked to Chromedome in his Bot Mode, Stylor grants additional benefits (as listed in Chromedome’s stats), uses Chromedome’s statistics, and can’t be targeted directly without the attacker suffering 2. ATTACKS Nebulanese Blaster (Targeting): +d2, Range 25ft/80ft (1 Energy damage) Hands: 1 Requirements: Not in Alt Mode Traits: Ballistic Unarmed Combat (Finesse): +d4, Reach (Stun 1) Alternate Effects: 1 Blunt damage (1), Maneuver (1) Requirements: Not in Alt Mode Traits: Martial Arts, Silent GEAR Armor: Headmaster Transtector Rig (+4 deflective to Toughness) Weapons: Nebulanese blaster (see page 50) HANG-UP Not the Paint Job!: Stylor is hyperfixated on looks. If an enemy attacks him with a Critical Success when he isn’t in Alt Mode, he spends his next Move action checking over his rig’s detailing. Downloaded by Elijah Kidd on 6/29/2024 . Unauthorized distribution prohibited.


108 TRANSFORMERS ROLEPLAYING GAME: THE ENIGMA OF COMBINATION TRANSFORMERS ROLEPLAYING GAME Enimga of Combination Protectobot Team Contact Allegiance Points: 5 CONTACT PERKS Activate Force Field (2 Allegiance Points): While in Gestalt Form, Defensor encases an ally in an impenetrable force field. The ally gains Resistance to all damage for 1 round unless the attack has the Indirect trait. Form Defensor! (3 Allegiance Points): The Aerialbots merge into their Gestalt Combiner Defensor who either attacks a target of your choice or activates its force field. 2 Allegiance Points may be spent in a subsequent round to have Defensor make a new attack. Quick Fix (2 Allegiance Points): The team swiftly patches up all friendly Cybertronians in the scene, restoring 1 Health to such allies. An additional Allegiance Point may be spent to increase this amount by 1. S.O.S. (1 Allegiance Point): The Protectobots (or Defensor) spend this turn evacuating noncombatants and putting out any active environmental hazards, in an area determined by the GM. CONTACT HANG-UP Protect and Serve: At the GM’s discretion, if any PC takes an action that risks harm to innocent bystanders, the Protectobots/Defensor will disengage from the fight to safeguard noncombatant lives. [[Art: Half-page CH4_Protectobots_Team]] Protectobots When emergencies threaten to do harm, these steadfast Autobots deploy from their headquarters to rescue everyone they can. The team is led by the energetic Hot Spot (fire engine), who is joined by Blades (medevac helicopter), First Aid (ambulance van), Groove (police motorcycle), and Streetwise (police car). When greater dangers flare up that they can’t tackle alone, they unite to form the Gestalt Defensor, protector of life. Downloaded by Elijah Kidd on 6/29/2024 . Unauthorized distribution prohibited.


109 CHAPTER 4: THREATS AND ALLIES TRANSFORMERS ROLEPLAYING GAME Enimga of Combination Blades Being tasked with providing the Protectobots with aerial reconnaissance rankles this young Autobot’s servos, as he’d much rather be hacking and slashing Decepticons to bits with his rotor blades. Still, when danger threatens those who can’t protect themselves, this scrapper can set his emotions aside to provide air support and rescue. THREAT LEVEL: 7 SIZE: Large/Long HEALTH: 7 MOVEMENT: 40ft Ground (Bot Mode); 55ft Aerial (Alt Mode) STRENGTH: 3 SPEED: 10 SMARTS: 3 SOCIAL: 4 TOUGHNESS: 14 EVASION: 20 WILLPOWER: 13 CLEVERNESS: 14 SKILLS • Alertness +d4 • Brawn +d4 • Deception +d4 • Driving +d6 • Finesse +d6 • Initiative +d2 • Intimidation +d2 • Streetwise +d4 • Survival +d2 • Targeting +d6 • Languages: Cybertronian, English, Junkion, Spanish PERKS Aerial Archon: While in Alt Mode, Blades can lower a platform beneath his chassis to add additional carrying capacity. His Brawn Skill is considered to be two ranks higher for the purpose of determining his Carrying Capacity. When not using this platform, Blades gains the benefits of having a tow cable & hook. Autorotation: In any turn where Blades moves at least 10ft using his Aerial Movement, he may take the Defend action for 2 Free actions instead of the normal Standard action. Gestalt Combiner (Enhanced Move): Blades can connect and combine with the other Protectobots, becoming part of Defensor (see page 112). Mode Conversion: Cybertronians spend a Standard action to convert between Bot Mode and Alt Mode. Weapon Master: When Blades attacks with his rotor blades, he can spend 2 Free actions to make an additional attack with his rotor blades against the same target once per turn. ATTACKS Flyby (Driving): +d6, Reach (1 Blunt damage) Alternate Effects: Trip Requirements: Alt Mode Only; Move at least 10ft before attacking Traits: Integrated Photon Cannon (Targeting): +d6, Range 100ft/400ft (1 Laser damage) Alternate Effects: Stun 1, Spot Hands: 1 Requirements: Bot Mode only Traits: Computerized Rotor Blades (Finesse): +d6, Reach ×2 (1 Sharp damage) Critical Effect: 1 Speed damage Traits: Integrated Unarmed Combat (Finesse): +d6, Reach (Stun 1) Alternate Effects: 1 Blunt damage (1), Maneuver (1) Requirements: Bot Mode only Traits: Martial Arts, Silent GEAR Armor: Light armor matrix (+1 deflective to Toughness) Weapons: Photon cannon (see page 50), rotor blades HANG-UP Impulsive: Blades is reckless and rash. He takes a 1 on his first Skill Test in a combat after testing Initiative. First Aid Compassionate to a fault, this Autobot is one of the most empathetic Sparks in the universe. Even more so than his fellow Protectobots, he devotes every circuit and fiber of his being to the health and well-being of others, even extending that to inanimate objects. THREAT LEVEL: 9 SIZE: Large/Long HEALTH: 10 MOVEMENT: 30ft Ground (Bot Mode); 45ft Ground (Alt Mode) STRENGTH: 4 SPEED: 4 SMARTS: 11 SOCIAL: 5 TOUGHNESS: 15 EVASION: 15 WILLPOWER: 21 CLEVERNESS: 15 Downloaded by Elijah Kidd on 6/29/2024 . Unauthorized distribution prohibited.


110 TRANSFORMERS ROLEPLAYING GAME: THE ENIGMA OF COMBINATION TRANSFORMERS ROLEPLAYING GAME Enimga of Combination SKILLS • Animal Handling +d4 • Brawn +d4 • Conditioning +1 • Driving +d4 • Initiative +d2 • Might +d2 • Persuasion +d2 • Science (Medicine) +d8* • Streetwise +d4 • Targeting +d2 • Technology (Repair) +d10* • Languages: American Sign Language, Cybertronian, English, Hindi, Junkion, Mandarin, Quileute PERKS Deep Reserves: First Aid has a reservoir of 2 Energon Points. Once per turn, he can spend one of these Energon Points to attempt a Skill Test to repair a Cybertronian, vehicle, or other machine as a Free action. Diode Overhaul: First Aid is among the finest Cybertronian medics in the known universe. In his hands, Standard Repair Kits function as Limited kits, and Limited Repair Kits function as Restricted kits. Furthermore, Skill Tests that call for a Standard Repair Kit do not consume these kits unless First Aid rolls a Fumble. Dodgy: First Aid can take the Defend action as a Free action during any turn in which he doesn’t move more than 5 feet. Gestalt Combiner (Armored Defense): First Aid can connect and combine with the other Protectobots, becoming part of Defensor (see page 112). Mode Conversion: Cybertronians spend a Standard action to convert between Bot Mode and Alt Mode. Quick Rebuild: If an ally is Defeated, First Aid can use a Free action and expend a Repair Kit to revive that ally with 1 Health. Additionally, all the ally’s Defense values increase by 1 until the end of their next turn. ATTACKS Photon Cannon (Targeting): +d2, Range 100ft/400ft (1 Laser damage) Alternate Effects: Stun 1, Spot Hands: 1 Requirements: Bot Mode only Traits: Computerized 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): +d2, Reach (Stun 1) Alternate Effects: 1 Blunt damage (1), Maneuver (1) Requirements: Bot Mode only Traits: Martial Arts, Silent POWERS I Will Not Fight You (2/scene): Even while refusing to engage in combat, First Aid still reluctantly deploys alongside his fellow Protectobots. While on a battlefield, he can use his surroundings to protect himself. When attacked, First Aid can attempt a Driving (when in Alt Mode) or Streetwise (when in Bot Mode) Skill Test. If his result is higher than that of the attack roll, he gains Immunity to all damage from that attack. GEAR Armor: Partial defense matrix (+1 deflective to Evasion and Toughness) Weapons: Photon cannon (see page 50) Other: Emergency medical care equipment, vehicle repair equipment, Limited Repair Kits (2), Standard Repair Kits (2) HANG-UP Pacifist: First Aid is a medic, not a warrior. He cannot abide the thought of doing harm to anyone or anything, be they Cybertronian, organic, or even a non-sentient machine. If First Aid takes an action that results in damage being dealt, he suffers Snag on all Tests until the end of his next turn while worrying about the consequences of what he’s done. Groove The open highway. The wind rushing through his carburetor. The echo of engines from hills and canyons. These are the things this Autobot scout loves. He sometimes wonders about his place on the Protectobot team (though not to the same degree as First Aid), preferring to wander and help others when he can. THREAT LEVEL: 5 SIZE: Large/Long HEALTH: 6 MOVEMENT: 40ft Ground (Bot Mode); 55ft Ground (Alt Mode) STRENGTH: 2 SPEED: 7 SMARTS: 4 SOCIAL: 3 TOUGHNESS: 13 EVASION: 17 WILLPOWER: 14 CLEVERNESS: 13 Downloaded by Elijah Kidd on 6/29/2024 . Unauthorized distribution prohibited.


111 CHAPTER 4: THREATS AND ALLIES TRANSFORMERS ROLEPLAYING GAME Enimga of Combination SKILLS • Conditioning +1 • Culture +d4 • Driving +d4 • Infiltration +d4 • Initiative +d2 • Might +d2 • Performance +d2 • Persuasion +d4 • Survival +d4 • Targeting +d4 • Languages: Cybertronian, English, Lakota PERKS Gestalt Combiner (Core Essence [Speed]): Groove can connect and combine with the other Protectobots, becoming part of Defensor (see page 112). Mode Conversion: Cybertronians spend a Standard action to convert between Bot Mode and Alt Mode. ATTACKS Photon Cannon (Targeting): +d4, Range 100ft/400ft (1 Laser damage) Alternate Effects: Stun 1, Spot Hands: 1 Requirements: Bot Mode only Traits: Computerized 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): +d2, Reach (Stun 1) Alternate Effects: 1 Blunt damage (1), Maneuver (1) Requirements: Bot Mode only Traits: Martial Arts, Silent POWERS Vaporate (1/scene, Standard): Groove has taken some lessons from Hot Spot on how to deal with flames. As a Standard action, he can fire a stream of freezing chemicals in a 15ft cone, automatically extinguishing any fires in the area. He also attacks any creatures in the area with a Targeting Skill Test, dealing 1 Cold damage on a hit. GEAR Armor: Light armor matrix (+1 deflective to Toughness) Weapons: Photon cannon (see page 50) Hot Spot Master of both fire and water, the charismatic leader of the Protectobots has earned the respect of wildly diverse team members. Whether on his own or leading his squad, this energetic Autobot is always full of zeal for whatever job lies ahead of him: fighting Decepticons, putting out dangerous blazes, or even rescuing pets from trees. THREAT LEVEL: 13 SIZE: Huge/Extended HEALTH: 13 MOVEMENT: 30ft Ground (Bot Mode); 45ft Ground (Alt Mode) STRENGTH: 8 SPEED: 9 SMARTS: 5 SOCIAL: 10 TOUGHNESS: 19 EVASION: 19 WILLPOWER: 15 CLEVERNESS: 20 SKILLS • Alertness +d2 • Animal Handling (Calm) +d8* • Athletics +d8 • Driving +d6 • Initiative +d2 • Intimidation +d4 • Might +d4 • Persuasion (Diplomacy) +d8* • Survival +d6 • Targeting (Fireball Cannons) +d8* • Technology +d2 • Languages: Cybertronian, English, Ukrainian PERKS Doubleshot: Hot Spot is well-practiced at dual wielding. When using two identical integrated or onehanded weapons (such as his fireball cannons), he can attack with each weapon once as part of a single Attack action. If these attacks are made at different targets, each suffers 1. Durabyllium Super-Alloy: When an opponent targets Hot Spot with an attack that deals Blunt, Cold, or Fire damage, they suffer a 1 on the Skill Test. Gestalt Combiner (Commander [Strength, Social]): Hot Spot can connect and combine with the other Protectobots, becoming part of Defensor (see page 112). Heavy Arms: Hot Spot has trained himself to carry hefty burdens in the literal sense. Hot Spot can wield items requiring two hands, one in each hand, so long as the objects are alike in terms of size, shape, and weight. Mode Conversion: Cybertronians spend a Standard action to convert between Bot Mode and Alt Mode. ATTACKS Reinforced Ram (Driving): +d4, Reach (2 Blunt damage) Alternate Effects: Trip Downloaded by Elijah Kidd on 6/29/2024 . Unauthorized distribution prohibited.


112 TRANSFORMERS ROLEPLAYING GAME: THE ENIGMA OF COMBINATION TRANSFORMERS ROLEPLAYING GAME Enimga of Combination Requirements: Alt Mode only; Move at least 10ft before attacking Traits: Integrated Fireball Cannons (Targeting): +d8*, Range 100ft/400ft (1 Fire damage) Alternate Effects: 2 Fire damage (1), 3 Fire damage (3) Hands: 2 Traits: Ballistic Unarmed Combat (Might): +d2, Reach (Stun 1) Alternate Effects: 1 Blunt damage (1), Maneuver (1) Requirements: Bot Mode only Traits: Martial Arts, Silent Water Cannon (Targeting): +d8, Range 30ft/75ft (1 Cold damage) Alternate Effects: Push Traits: Integrated GEAR Armor: Light armor matrix (+1 deflective to Toughness) Weapons: Fireball cannons (Targeting medium element), water cannon (Targeting integrated element) Other: Ladder Streetwise Almost nothing gets past the clever and savvy Streetwise unless he’s low on gas. This sleek Autobot might not be the most learned member of the Protectobots, but he is most certainly the most levelheaded. When duty calls, his attention to detail and nuance helps keep his teammates focused on the task at-hand. THREAT LEVEL: 10 SIZE: Large/Long HEALTH: 10 MOVEMENT: 40ft Ground (Bot Mode); 55ft Ground (Alt Mode) STRENGTH: 9 SPEED: 5 SMARTS: 5 SOCIAL: 7 TOUGHNESS: 19 EVASION: 17 WILLPOWER: 15 CLEVERNESS: 17 SKILLS • Alertness (Perception) +d8* • Brawn +d6 • Driving +d6 • Initiative +d2 • Intimidation +d2 • Might (Grappling) +d8* • Persuasion +d6 • Streetwise (Crime) +d6* • Targeting +d2 • Languages: Cybertronian, English, Dutch, Italian, Spanish PERKS Always Alert: Streetwise gains Edge on Initiative Skill Tests and can’t be Surprised while conscious. Fast Conversion: Streetwise spends a Free action to convert between Bot Mode and Alt Mode. Gestalt Combiner (Enhanced Initiative): Streetwise can connect and combine with the other Protectobots, becoming part of Defensor (see page 112). Protective Custody: Streetwise is an expert at subduing foes. He doesn’t suffer penalties when using the alternate effects of Unarmed Combat. Furthermore, when he is grappling a Target, he gains a +1 bonus to his Toughness and Evasion. If an enemy grappled by Streetwise attacks the Autobot and Fumbles, that enemy takes 1 Blunt damage. ATTACKS Gyro-Gun (Targeting): +d2, Range 20ft/80ft (Stun 1) Alternate Effects: Target is Impaired for 1d2 turns (1) Hands: 1 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): +d8, Reach (Stun 1) Alternate Effects: 1 Blunt damage, Maneuver Requirements: Bot Mode only Traits: Martial Arts, Silent GEAR Armor: Deflective matrix (+2 deflective to Evasion) Weapons: Gyro-gun (see page 51) Other: Cage Defensor Summoned by the Autobots to aid during civil emergencies and natural disasters in addition to the battlefield, Defensor is always ready to answer the call, even when not he’s not fully himself. All the Sparks that make up this Gestalt Combiner strive to safeguard life, no matter the cost. THREAT LEVEL: 18 SIZE: Towering HEALTH: 13/10/10/7/6 MOVEMENT: 40ft Ground STRENGTH: 10 SPEED: 11 SMARTS: 11 SOCIAL: 11 TOUGHNESS: 21 EVASION: 23 WILLPOWER: 21 CLEVERNESS: 21 Downloaded by Elijah Kidd on 6/29/2024 . Unauthorized distribution prohibited.


113 CHAPTER 4: THREATS AND ALLIES TRANSFORMERS ROLEPLAYING GAME Enimga of Combination SKILLS • Animal Handling (Calm) +d8* • Brawn +d6 • Finesse +d6 • Initiative +d8 • Intimidation +d2 • Might (Grappling) +d8* • Persuasion (Diplomacy) +d10* • Science (Medicine) +d8* • Targeting +d8 • Technology (Repair) +d10* • Languages: Cybertronian, English PERKS Energon Pool: Defensor possesses an Energon Pool of 8. Enhanced Initiative: Defensor gains Edge on Initiative Skill Tests. Gestalt Combiner Form: Defensor is the Gestalt Combiner form of Blades (see page 109), First Aid (see page 109), Groove (see page 110), Hot Spot (see page 111), and Streetwise (see page 112). ATTACKS Fireball Cannon (Targeting): +d8*, Range 300ft/1200ft (3 Fire damage Blast: 5ft radius) Alternate Effects: 4 Fire damage Blast: 5ft radius (1), 5 Fire damage Blast: 5ft radius (3) Hands: 2 Traits: Ballistic Unarmed Combat (Might): +d10, Reach (3 Stun damage) Alternate Effects: 3 Blunt damage (1), Maneuver (1) Traits: Martial Arts, Silent POWERS Force Field (Standard): Defensor can convert energy into a nigh-impenetrable defensive shield, but only for a short time. By spending 3 Energon Points, a glowing globe of energy surrounds the giant Gestalt Combiner in a 30ft radius. This gives all creatures and structures inside the globe Resistance to all damage from an attack originating outside the globe (unless it comes from an attack with the Indirect trait). This protection lasts until the beginning of Defensor’s next turn, but he can spend 3 additional Energon Points as a Free action at the start of his next turn to maintain the effect. Defensor can’t move while this field is active. GEAR Armor: Armored defense (+1 deflective to Evasion and +2 deflective to Toughness) Weapons: Fire cannon (Towering Targeting medium element) HANG-UP No More Harm!: Defensor protects the lives of humans and other organic species as if they were his children, even as his towering size and destructive potential can unnerve them. If sentient organic life is ever in danger, Defensor will disengage from combat to save whatever lives he can. This single-minded focus also gives him Snag on all Smarts-based Skill Tests. Downloaded by Elijah Kidd on 6/29/2024 . Unauthorized distribution prohibited.


114 TRANSFORMERS ROLEPLAYING GAME: THE ENIGMA OF COMBINATION TRANSFORMERS ROLEPLAYING GAME Enimga of Combination Downloaded by Elijah Kidd on 6/29/2024 . Unauthorized distribution prohibited.


115 CHAPTER 5: COMBINER CAMPAIGNS TRANSFORMERS ROLEPLAYING GAME Enimga of Combination Building a campaign around Combiners or inserting them into existing games as a new Threat or potential reward can add whole new layers to your game. Combiners typically serve as an advance in power and potential, opening the door to seemingly unbeatable villains or surges in power for player characters. The array of new options can be daunting, so it’s important to consider a few things before you throw this new Threat, or new ability, into your story. Using Combiners in Your Game In many Transformers stories, Combiners become central figures in the action. Between their rarity and comparative power level, many Combiners command their own narrative arcs. It’s worth considering what kind of impact introducing the Combiner mechanic, both for your NPCs and players, will have on your campaign. It’s great to use Combiners as a new avenue for plot hooks, thrilling boss battles, and opportunities for teamwork. But it’s important to consider how you implement it. The best ways to do that depend on when you’re throwing these new teams and Cybertronians into your campaign. During your Session Zero, before the players even begin to make characters, ask them whether being a Combiner team is a concept they’d like to build their characters around or would they like it to happen organically over the course of the story. Do they begin as Combiners or is that technology added to the campaign later? Starting with Combiners If you make the Combiner-focused rules in the book available at character creation, follow up with a couple of important questions surrounding the possible dynamics. • How does the group feel about working closely together and managing Combiner rules and roles? • Are they comfortable with Gestalts or do they plan on maintaining separate personalities? Particularly independent characters (or independent players) could struggle with the teamwork and close coordination that the Combiner rules require. Building a Combiner-centered team, especially with a Gestalt personality, demands that player characters are ultimately ready and willing to put their differences aside and work together smoothly. Players should be encouraged to discuss their characters’ personalities and boundaries in clear, certain detail so everyone can be sure they’re on the same page (and maybe even in the same robot!). Certain character concepts, such as mercenaries that insist on working alone or gung-ho leaders who don’t listen to others’ input, may not fit well with a Combiner team. If something that one character does grinds another’s proverbial gears, personal tensions could cause arguments between players on what to do next in combat or descend into debates about particulars of a melded personality. Of course, characters like the ones described above could add interesting tension to a story. Age-old rivals coming together to Combine at a crucial turning point could make for a great moment at the table, or a bickering “odd couple” Binary Bonded pair could give players a chance to banter and roleplay. However, it’s important that players agree ahead of time that at the end of those discussions, they will work together. The age-old rivals will eventually agree that there is a greater threat standing over that way, or the bickering Cybertronians will put their differences aside long enough to take out their frustrations on a more dangerous foe. Further questions for your players at this step to help establish boundaries that allow otherwise opposing characters to work together effectively include: CHAPTER 5: COMBINER CAMPAIGNS Downloaded by Elijah Kidd on 6/29/2024 . Unauthorized distribution prohibited.


116 TRANSFORMERS ROLEPLAYING GAME: THE ENIGMA OF COMBINATION TRANSFORMERS ROLEPLAYING GAME Enimga of Combination • What would drive your character to work with an ally they don’t agree with? • What would be a line in the sand that your character wouldn’t allow to be crossed? • Are there specific kinds of relationships or arguments you want to avoid? More information on safety tools such as “lines and veils” is available in the Transformers Roleplaying Game Core Rulebook under the heading Session 0 on page 265. Discussing players’ boundaries and preferences is always important, and players of Combiner characters especially should be familiar with using these safety tools. INCLUDE EVERYONE IN THE CONVERSATION Once characters are made and the team concept is sketched out, it’s equally important to establish roles as soon as possible. Are all players members of the same Combiner? If not, who fulfills which roles in each one? Who calls the shots as a Gestalt? It’s crucial to establish how players will function as a team throughout the campaign. Discuss how the group will determine their actions as a Combiner. This can be a similar discussion to safety tools, such as giving hand signals when one wants to speak or establishing things like a party vote for especially contentious actions. This can be tricky, as extroverted players can accidentally exclude quieter members of a group and push them to the periphery. Even in groups of primarily extroverted people, tensions can rise when players have differing thoughts on the personality of their Gestalt. Combiner-based characters work best with everyone’s involvement and investment, which means it’s important to make sure everyone at the table has input. If you notice that some players aren’t getting to speak or aren’t speaking up on their own, ask them their thoughts on the topic directly. Make every effort to include everyone at the table in the discussion. A Combiner team that isn’t sufficiently discussed and inclusive can leave players feeling left out, which can impact everyone’s enjoyment at the table. ESTABLISH A CHAIN OF COMMAND Regardless of which Role and Focus a player selects for their character, it’s important to find places for them on Combiner teams if that’s the direction the group takes. Sometimes this means giving them Downloaded by Elijah Kidd on 6/29/2024 . Unauthorized distribution prohibited.


117 CHAPTER 5: COMBINER CAMPAIGNS TRANSFORMERS ROLEPLAYING GAME Enimga of Combination active control over specific actions or allowing them to roll the dice for a specific weapon or Skill. For instance, a Field Commander character might determine when to attack, but the Gunner character who contributed the Gestalt’s weapon could roll the dice for the attack. Another method is to hand over narrative control of the Gestalt to a different player each round. This could be a good method to use if you have more introverted players. By handing these players direct control for a turn (as long as they’re comfortable with it), you can provide a moment for them to shine in an otherwise crowded interaction. Another potential method for determining a Combiner’s actions can simply be player consensus, encouraging your group to each weigh in on what the next move should be. The above advice on making sure all players are included in making decisions goes double here; this could be the biggest pain point for a player group with especially quiet players or a group with overly assertive members. As above, seek out player input from everyone on how to proceed, and work to actively include all of your players in moving the story forward. Discussion points for this stage include: • What role will each player fill on the team as a Combiner? How will they coordinate? • What social tools can you establish to make sure every player is heard and included? This could include tools such as a signal that someone wants to speak or agreeing to hold a vote in the event of a disagreement (and a promise to respect that vote. As a new option for players just starting a campaign, Combiners can create thrilling moments of cooperative victory, capturing the sensation of playing a well-oiled, coordinated squad moving and thinking as one unit. Answering these questions for yourself and your players ahead of a campaign will ensure the only thing getting more complex are the Cybertronians themselves). Adding Combiners If you want to introduce the Combiner rules presented in this book at a later point in your story (whether because you already have an on-going campaign or you’d rather have the characters establish themselves as separate entities first), you’ll need to prepare. Combiner mechanics represent, overall, new power levels and options for both player characters and NPCs. A trio Matched Combiner can deal much more damage than a single Cybertronian, and a Gestalt can deal more damage still. Combat works differently, and sometimes on a different scale, than traditional team battles. Encounters that might have challenged a separated team of bots could prove trivial for sufficiently powerful player-driven Combiners, while an enemy Gestalt could quickly wipe out an underprepared team. It’s important to think about how the possibilities available with the options from this book might impact the story. If your players are already working closely together and coordinating on the battlefield, adding Combiner mechanics could enhance the play experience significantly. If players are struggling to coordinate or frequently enact individual plans, Combiner mechanics might not be the best fit for the group, or you should plan on including NPCs in player-driven Combiners. It may be enticing to consider surprising your players with a powerful new enemy made up of smaller foes or to offer them a new method of growth in response to a greater threat. Resist the urge to make Combining the only option if it isn’t discussed beforehand and ensure that players are on-board and don’t feel funneled into forging agreements with one another that may cause tensions down the line. Remember that you’re telling a story with your players, and Combiners focus those stories in a certain manner. Taking a careful, player-centered approach to making sure everyone’s game to try new mechanics and new directions can make all the difference and keep a long-running campaign from unwinding. TALK WITH YOUR PLAYERS Introducing Combiner mechanics to an existing campaign presents a host of questions for the player characters. Just like the Session Zero questions for starting a campaign with Combiners listed above, it’s important to establish a chain of command and roles for each player in the eventual Combiner. Given that player characters have had time to develop apart, getting everyone on board for a particular Gestalt idea or set of roles can be more complicated than establishing the dynamic from the start. Downloaded by Elijah Kidd on 6/29/2024 . Unauthorized distribution prohibited.


118 TRANSFORMERS ROLEPLAYING GAME: THE ENIGMA OF COMBINATION TRANSFORMERS ROLEPLAYING GAME Enimga of Combination It could be that players come together quickly to face a new Threat, such as an enemy Combiner, or their new abilities come at the end of a long and arduous task. In either case, it’s best to go through much of the same process listed above: establishing roles, defining boundaries, and agreeing to ultimately work together. Moreover, it could be that not every player joins the Combiner (it’s important that they aren’t pressured to do so, either). It could be an issue of boundaries, a player’s goals for their character, or an unwillingness to engage with the mechanics. Multiple Combiners could be created on the same team, depending on the number of players and their decisions, and each smaller Combiner merits the same conversations as a team-wide Cybertronian. As before, discussing these potential complications at the point of introduction can avoid unpleasant situations later. In short, Combiners change the game for everyone involved, so it’s important to check in and measure player expectations and character goals once these rules have been introduced. Some questions include: • How does your character feel about the existence of Combiners? If it’s new to them, what do they think of the practice? • Does this seem like a new set of rules we’re willing to learn and engage with? • How does this change your goals as a character? • How does this change your development as a character, in terms of both their personal arc and their mechanics? Does this present a new direction for your character? Remember that Combining requires teamwork, meaning players creating a Combiner should agree to cooperate over and above in-character tensions. That’s not to say that character tensions should disappear, but rather players should establish that the characters will choose the mission above their disagreement. Make sure players are on board and comfortable with these kinds of agreements and that everyone is included in the decision making. ADJUST FOR TEAMPLAY AND COORDINATION Many Combiner stories hold teamwork as an overarching theme. Settling into roles that mechanically reinforce that theme can smooth over the process of widening a story’s scope to include new concepts like combination. For players interested in altering their characters into Combiners, share some of the Role Focuses and Perks in this book that might be effective tools in adding this new dimension to their characters. The array of team-focused, supportive Role Focuses add all-new ways for players to support one another should be considered when shifting gears into a Combiner-enabled campaign. The Team Leader role, for example, can help begin building that hierarchy among player characters Silverbolt necessary for creating an effective Combiner, while Downloaded by Elijah Kidd on 6/29/2024 . Unauthorized distribution prohibited.


119 CHAPTER 5: COMBINER CAMPAIGNS TRANSFORMERS ROLEPLAYING GAME Enimga of Combination also guiding players into coordinating their efforts in Skill Tests and in combat. On My Mark and I Got You provide bonuses for efficient teamwork and following orders, encouraging players to get comfortable with that style of play. The Component Ace is an obvious pick for a supporting role in a greater Combiner, as well. Cybertronians with this Focus improve a Combiner’s stats just by being present and can help hold a failing situation together. They can reroute Energon from their personal pool to the group pool, sharing their resources for the whole. If you have an introverted or new player that may play more passively, this could be a good suggestion for them. The Hub Focus gives a player a chance to serve as the team coordinator, sharing information and creating tactical advantages by combining their Data Bridge Perk with Sensory Link and Tactical Triangulation. An Analyst with this Focus becomes the perfect support character, right down to establishing an ideal Initiative order with Precise Chronometrics. It’s certainly not required to use the roles in this book to form a Combiner team (or any team, for that matter.) Instead, look at these roles as suggestions for players looking to coordinate even more closely, as Combiners or not. Adding Combiner Mechanics When introducing the Combiner rules to an existing campaign, consider allowing your players to rebuild their characters, possibly taking a different Role Focus (such as the ones presented in this book) or switching out a few General Perks to better take advantage of the situation. Alternatively, you can grant each character a bonus General Perk (such as Gestalt Combiner or Matched Combiner; see pages 39– 40) as they form their new Combiner team. This will make the characters a touch more powerful, but they might need that boost to face off against other Gestalts! Bonded Masters Another notable Role Focus in The Enigma of Combination is Bonded Master, which ties a player character to a smaller being, such as a human or Minicon. Narratively this opens up a lot of options for you as a GM but also a couple of challenges. In Combiner campaigns where teamwork becomes a central theme, the Bonded Master Focus can become a powerful mechanical structure for storytelling. Encourage players who take this Focus to consider what kind of ally would best support them, and what they would do to protect that ally as their connection grows stronger through progress in the Focus. It bears mentioning that this NPC should be considered a viable target in combat, even an especially attractive target for particularly malicious villains. This should be used to encourage the player to protect and play around their NPC rather than turned into an active disadvantage, however, and targeting a bonded ally to the point of destruction should be a considered decision given its potential impact on the player character’s Focus. Player Plus NPC Teams If players want to include Combiners in the story without necessarily conceding control over their characters, NPCs can help form new Combiners that leave players ultimately at the helm. This sidesteps many of the complications that can arise from trying to coordinate multiple personalities and motivations into a cohesive whole, leaving those steps solely up to the GM and player in question. This provides a fundamentally different experience from players forming a Combiner together, however, and presents its own set of questions for both the players and you as a GM. For players: • Are you hoping to create a Matched Combiner or a Gestalt Combiner? • Do you have particular contacts you want to approach about forming a Combiner? • For players forming a Gestalt with NPC Cybertronians, what kind of changes to your character’s ideals and goals occur as a result of the Combining? For GMs: • Which NPCs would be willing to play along with the character? Will they need to be persuaded or are they on board? • How will enemy Cybertronians react to this development? Do they retaliate and form their own Combiner? Downloaded by Elijah Kidd on 6/29/2024 . Unauthorized distribution prohibited.


120 TRANSFORMERS ROLEPLAYING GAME: THE ENIGMA OF COMBINATION TRANSFORMERS ROLEPLAYING GAME Enimga of Combination • How does the potential for multiple Combiners in a single party affect the campaign? What kind of adjustments should you make to your encounters? • How will you manage NPCs working in the background with player groups? Does a squad of NPCs show up long enough to Combine for a fight or are they always around, participating in the other parts of a mission? As a GM, you should also consider how Combiner NPCs can spice up character arcs or provide new objectives for player characters hoping to build new teams. What was a rote rescue mission for a missing Autobot now has real, mechanical weight if it leads to a new component Cybertronian in an eventual Combiner. The possibility helps create structure that, in turn, can encourage players to reinforce or build new alliances with their contacts as those contacts become part of their toolset. Combiner Threats Of course, once players have formed Combiners either amongst themselves or with NPC teams, they need appropriately powerful antagonists, who often prove to be enemy Combiners themselves. Combiners working against the player group can provide incredible threats or broaden the scale of your campaign from comparatively small skirmishes to titanic battles between two colossal Gestalts. Even if your players aren’t employing Combiner mechanics, an enemy Combiner can create a great “boss battle” situation requiring players to think on their feet and face overwhelming odds. Imagine a pitched battle across Cybertron against Devastator! Check out suggested teams in this book or consider designing your own Combiner to surprise your players with a new Threat. Matched Combiners can let you pull several villains into a single encounter, while Gestalts can allow you to create new menaces by pooling the personalities and worst traits of their component parts. Campaign Seeds As a GM, you might sometimes need a little help formulating an idea for your campaign. Once your players have settled on their characters, a story might present itself with a clear beginning, middle, and end. Other times, you might not get so lucky. Alternatively, you might have a lot of disparate ideas Downloaded by Elijah Kidd on 6/29/2024 . Unauthorized distribution prohibited.


121 CHAPTER 5: COMBINER CAMPAIGNS TRANSFORMERS ROLEPLAYING GAME Enimga of Combination for scenes or villains and need only a little push in the right direction to have it all coalesce into a structured campaign. Or perhaps you want to run a more freeform game and need a handful of plot hooks to throw out to your players, waiting for them to bite on the one that’s most interesting to them. Campaign seeds are basic frameworks of stories that you can expand in any direction you wish. They provide reasons for the PCs to get involved and the general plot beats for you and your players to explore during play. They don’t include specific adversaries or encounters; you’ll need to fill in those details in ways appropriate for your group. The campaign seeds on the following pages assume the PCs are on the side of the Autobots, but with a few tweaks, they could be used as plots for Decepticon campaigns (along with The Decepticon Directive sourcebook). They are grouped by tiers of play, as described on page 27 of the Transformers Roleplaying Game Core Rulebook. For your convenience, these tiers of play are summarized below. Tier 1 (1st–4th Levels): The PCs have recently joined the Autobots and are still finding their place within the faction. The team is usually sent on missions of seemingly little importance, though they usually reveal larger Decepticon plots! Tier 2 (5th–10th Levels): By now, the PCs have earned their places in the Autobot faction and are trusted with more dangerous tasks. The Decepticon schemes they end up thwarting are of a larger scale. Tier 3 (11th–15th Levels): At this tier, the characters should have several important missions under their belts and might even be seen as leaders within the faction. They likely have a specific Decepticon nemesis or two and perhaps several human allies. Tier 4 (16th–20th Levels): The PCs are on par with Optimus Prime and his trusted lieutenants. The team is regularly called upon to handle the largestscale threats. Tier 1 THE CALL TO COMBINATION Perceptor and Wheeljack have been on the look-out for how best to upgrade the Autobots’ capabilities as a fighting force, and they think that the PCs might be the answer. The Autobot scientists think that the PCs have what it takes to succeed as a Combiner team, but to be sure, they will need to evaluate the PCs’ suitability to handle the rigors of combining and train them in how to use their new powers. Before any training can begin, the prospective new team must travel to a remote location away from prying Earthling eyes (such as the remote plains of Montana, the far reaches of the Sahara, or Siberia’s frozen taiga). Unfortunately for them, they’re spotted by a crew of Decepticon rank-andfile foot soldiers who are eager to cause trouble for the Autobots! After they’ve escaped or defeated the interfering Decepticons, the PCs arrive at the training grounds with no further difficulties. Next, the scientists need to know that the team can work together, so it’s time for some trials. First, the scientists have the PCs face off against the Aerialbots in a little friendly game of capture the flag. The other team is happy to help train the next generation of Autobot soldiers and won’t hold back, so the PCs had better be prepared to leave it all on the field! Win or lose, next comes psychological evaluation and training. The mental challenges that face all Combiners are well-known and only can be overcome with cooperation, discipline, and coordination, so Perceptor and Wheeljack want to give the PCs the experience of struggling through this sensation before they’re faced with it on an actual battlefield. To this end, the PCs are placed in a virtual reality simulation that emulates the Combiner experience and face a simulated fight against a small army of simulated Decepticons to see for themselves exactly how difficult coordinating as a Combiner can be, and how powerful a weapon a Combiner is! After those tests are complete, the PCs get to experience what it’s like to combine! The PCs take some time to decide how to configure themselves and select their Combiner abilities. When they finish assembling themselves, it’s not a moment too soon, as the Decepticon soldiers tracked the PCs back to the training grounds. And they’ve brought Misfire and Aimless along! The PCs need to use their new combined might to drive off this Binary Bonded Targetmaster pair and keep Perceptor’s advanced methods of combining out of the hands of the Decepticons! A DANGEROUS BREAKTHROUGH Bumblebee has received some sobering intelligence from a friend in the U.S. military: Army engineers have somehow begun making their own Combiner-like Downloaded by Elijah Kidd on 6/29/2024 . Unauthorized distribution prohibited.


122 TRANSFORMERS ROLEPLAYING GAME: THE ENIGMA OF COMBINATION TRANSFORMERS ROLEPLAYING GAME Enimga of Combination mechanical suits. The bright yellow scout is too well known among humans to try to confirm the intelligence himself, so that’s where the PCs come in! Bumblebee asks the PCs to sneak in and investigate so the Autobots can find out how the humans have learned this dangerous weapons technology. The base is crawling with human soldiers and scientists, so getting in will require a series of challenges to allay suspicious personnel, avoid detection, or even subdue particularly alert guards. Eventually, the PCs find evidence concerning the source of the breakthrough: a corporation called United Robotic Assemblies has been providing hardware enhancements to soldiers that replicates the Binary Bonding process with suspiciously Cybertronian-like mindless mechs. The PCs have to decide what to do with this knowledge. Should they sabotage the project and destroy the weapons? Help the military advance the technology in a safe direction? Steal the weapons to better use against the Decepticons? However, if the PCs choose to reveal themselves, the mechs activate hidden programming and suddenly leap to life to attack the PCs, much to the surprise of the pilots trapped inside! These robots try their best to destroy the PCs by any means necessary, possibly even razing the whole base. If the PCs can save the pilots from the rogue robots, they can earn valuable contacts in the upper echelons of the human military. If the PCs pursue leads on United Robotic Assemblies, it doesn’t take long before they discover the masterminds behind the plan: Grax and Skullcruncher, disguised as a brilliant inventor and his technological breakthrough, have been slipping this new technology to the military to funnel funding to the production of a new class of Headmasters bonded with human pilots. The backdoor control override that Grax used to attack the PCs in the military base will give the Nebulan industrialist a massive army to advance the evil plans of the Decepticons, so the PCs need to find a way to stop the Headmaster pair. That will require the PCs to visit the illegitimate façade of United Robotic Assemblies headquarters, find their way to the innermost laboratories, and defeat Grax, Skullcruncher, and their strike force of military-grade robots. Only then can they decide what to do about this powerful new technology falling into human hands! Downloaded by Elijah Kidd on 6/29/2024 . Unauthorized distribution prohibited.


123 CHAPTER 5: COMBINER CAMPAIGNS TRANSFORMERS ROLEPLAYING GAME Enimga of Combination OUT OF THE FIRE When the Protectobots receive a call for help from the nearby university town of Thompson’s Bridge, they reach out to the PCs for some extra assistance! Forest fires are threatening the small town and its campus’ advanced radio observatory. Streetwise needs help from the PCs to clear the streets and help transport victims to safety. Then, Hot Spot and a crew of human firefighters need the PCs’ help to douse a burning bridge and prevent it from collapsing onto a passing passenger ferry, all without succumbing to the flames or the rushing river below! If the PCs can successfully save the town, the scientists at the town’s radio observatory would be more than happy to assist the Autobots and become valuable new contacts to help the PCs explore the greater galaxy. When more fires start to spring up nearby, the PCs are sent to take care of them. There they find the real source of the fire: Decepticon foot soldiers, more than happy to turn their pyrotechnic weapons against Autobots instead of trees! After the PCs take down these enemy soldiers, they can interrogate them to find out that the grunts are following orders given by Monzo and Weirdwolf, who have been coordinating this ecological disaster from an abandoned logging camp nearby. Tracking down the Headmaster pair, however, plays right into their master plan! In concert with the Combaticons, Monzo and Weirdwolf are planning a trap for the Protectobots and the PCs by putting them right in the way of Bruticus! The Headmaster pair leap to take down the PCs, hurling burning trees and rusting logging equipment in their attempts to destroy the PCs. If the PCs can defeat Monzo and Weirdwolf quickly, they need to race through the burning forest and the Decepticon front lines with enough time to warn the Protectobots. The Autobots only have a little time to finish the evacuation of the town and to prepare any defenses they can wrangle before the rampaging Decepticon Combiner shows up. Hot Spot even has an idea to defeat the enemy Combiner: while the Protectobots form Defensor and hold off Bruticus, he sends the PCs to the radio observatory to call for help! With Decepticon soldiers in the streets, fires approaching the town, and two massive Combiners locked in combat nearby, the PCs need to safely find their way to the observatory, figure out how to use the human technology to send messages, and fire an SOS to any available Autobots to come and help defeat Bruticus. Tier 2 CHANGING ALLEGIANCES Rewind has noticed that Cybertronian civilians are going missing around Autobot City and asks the PCs to go investigate. While the Autobot know-itall can share a ton of useless information about all the missing Cybertronians, he is able to provide one helpful lead: one of the missing civilians was a trader with a small shop, which is the perfect spot to start looking for clues. Once at the building, though, a squad of Decepticon foot soldiers attack, including the trader and some of the missing civilians, brainwashed to Megatron’s cause! The mind-wiped soldiers don’t know how they got this way and fight the PCs tooth and nail, but if the PCs are able to trick, deceive, or interrogate them, they can give intelligence that leads the PCs back to their warehouse lair and the similarly mindwiped Seeker leader of their gang. The gang has very simple goals: kidnap more Cybertronians, restrain them with brute force, and send them away to a secret location in large shipping containers. The PCs will need to investigate the warehouse to find out the ultimate destination of the shipping containers, a remote location out in the mountains, but they’d better be careful. The guards attempt to subdue the PCs on sight and will immediately call for back-up if they know the PCs are there. If the PCs successfully keep a low profile as they search, they might spot a familiar face visiting the gang: Scavenger, checking in on the mindwiped army he’s been making for the Constructicons! If the PCs go in guns blazing or things devolve into a firefight, the Decepticon arrives to take a couple pot shots to protect his investment before making an escape to warn the other Constructicons that the Autobots are on their tail. Even if Scavenger escapes, there’s enough information in the gang’s lair to track him and the kidnapped civilians to the Constructicons’ hidden fortress deep in the mountains, where the Decepticons have been using a machine called the Robosmasher to reprogram the minds of every Cybertronian they can get their hands on. The PCs will need to infiltrate the remote fortress, rescue the kidnapped Cybertronians from their captors, and find a way to reverse the Robosmasher’s effects. But they had better keep a low profile to avoid the Constructicons, lest they catch the PCs and come after them in their Gestalt form Devastator! Downloaded by Elijah Kidd on 6/29/2024 . Unauthorized distribution prohibited.


124 TRANSFORMERS ROLEPLAYING GAME: THE ENIGMA OF COMBINATION TRANSFORMERS ROLEPLAYING GAME Enimga of Combination THE HIGHEST HEIGHTS When Silverbolt goes missing, the Aerialbots call upon the PCs to assist them in finding their missing leader! Silverbolt had last been investigating some rumors of Decepticon activity around an upcoming supply run to the Colony Project, a space station in Earth’s orbit designed to foster breakthroughs in space exploration. Investigations reveal that there’ve been several reckless driving incidents in the area lately. The PCs have the opportunity to befriend members of the Colony Project team during this time, but they can find no sign of the missing Silverbolt or his whereabouts until Wildrider and a crew of Decepticon commandos suddenly ambush the PCs from the cover of a car show. Wildrider doesn’t stick around for long. He and the Commandos were only a distraction, and as soon as the fight turns against him, he races off to the Colony Project supply ship that the Stunticons have been planning to steal this entire time! As the Decepticons blast off, the PCs need the Colony Project’s experimental high-speed shuttle prototype to catch up with the Stunticons and discover what they have done with Silverbolt. If the PCs can persuade the company to assist them, they may gain valuable allies in future space endeavors, but if they fail to do that, they may have no choice but to steal the ship and cement a terrible impression of Cybertronians upon the human scientists. Once the PCs have either talked their way onto or stolen the protype space vehicle, they need to quickly learn how to operate it, with help if they successfully gained allies at the Colony Project or on their own if they’ve gone rogue. Next, they must pursue the fleeing Stunticons through a dangerous meteor shower. When they finally arrive at the space station’s coordinates, the Decepticon endgame is revealed: Menasor, with Silverbolt bound to the Stunticon Combiner to serve as an unwilling jetpack, is attempting to steal the space station and gain access to the massive amount of energy generated by the nuclear reactor contained within. The PCs need to save Silverbolt from his unwilling combined captivity so he and the other Aerialbots can form Superion, then support and fight alongside the massive Autobot as he struggles to adapt to a highflying zero-gravity battle against Menasor and a fleet of Insecticon drones to save the space station and all of the astronauts on it! WITH GREAT POWER Something strange is happening in Autobot City and it’s up to the PCs to find out what! A skirmish with some Decepticon spies gets strange when one of the spies runs away from a fight they were clearly winning. Little do the PCs know that they’re one of the first to see the effects of a dangerous new virus devastating the Cybertronian population! With similarities to the Hate Plague, this new illness affects the mind, and the PCs get a front row seat to the strange effects of the virus: a sudden loss of free will and an overwhelming imperative to travel to an unknown destination. As the PCs team up with the concerned Chromedome and Stylor to investigate, more Decepticons ambush the Autobots and the PCs, but suddenly Decepticons and Autobots alike put down their weapons mid-battle and desert their posts. Following the fugitives reveals that all of the infected are gathering together, combining into some monstrous massive form beneath Autobot City and violently resisting any attempts to prevent them from doing so. Suspecting Decepticon trickery, Optimus Prime himself (one of the few left uninfected) asks the PCs to try to find the source of the plague. Scavenger Downloaded by Elijah Kidd on 6/29/2024 . Unauthorized distribution prohibited.


125 CHAPTER 5: COMBINER CAMPAIGNS TRANSFORMERS ROLEPLAYING GAME Enimga of Combination Optimus is correct. The plague is a Decepticon invention, but it has escaped the confines of the lab it began in and has decimated the ranks of the Decepticons as well, making it relatively trivial for the PCs to infiltrate and confront the architect of the plague, Shockwave. The Decepticon is surprisingly happy to cooperate, as the plague was just a means to an end. Shockwave had developed a massive, city-leveling laser and invented a new method of recursive combining that allowed a theoretically infinite number of Cybertronians to channel energy into the massive weapon. This Unity Virus was to be Shockwave’s most efficient way to win the war once and for all by recruiting Cybertronians by the score and using them to power the superweapon. Shockwave was never able to gain control over the infected victims, though, and when the virus leaked containment, it took on a life of its own. Now, with help from both Optimus Prime and Shockwave, the PCs need to save the victims of the plague. It won’t be simple though. The virus has infected Metroplex himself, and with the city-sized Combiner armed with the prototype laser and filled with the unstable power gained from the combined infected, it will take everything the PCs have to save Autobot City before they fall to the virus themselves! Tier 3 RACE FOR THE ENIGMA, PART 1 Rumors abound that the Decepticons have discovered a way to create a Combiner without the Enigma of Combination! To counteract this possible threat, Autobot leadership tasks the PCs with finding the legendary artifact, but they have only myths and stories to go on. The search begins on Cybertron where the records of Alpha Trion tell the origin and early history of the Enigma. It doesn’t take long to find tales of the Enigma on several worlds. But the PCs aren’t alone in their search. The Decepticons have also sent a team to find the Enigma, both to prevent the Autobots from acquiring it and to have a second, faster method of creating their own Combiners. This team is led by a duo of bots named Darkwing and Dreadwind. The two are a result of the early phases of the Decepticons’ technology and can combine into the dangerous Dreadwing. The two groups race to the source of each rumor, taking them to a variety of locations. First, they visit a world covered entirely in water, its population dwelling in massive underwater domes. Second is a densely populated alien city the size of a planet, where tracking the source of the rumors requires navigating a social and political labyrinth. The PCs then find a world in its final death throes. Its population is desperate for help relocating and will say whatever they have to in order to secure that help. Lastly, they arrive at an ancient Cybertronian colony world settled by followers of Nexus Prime, long since abandoned and reduced to ruins. The horrors of ancient wars linger throughout in the form of still-active traps and a monstrous Combiner, the first the Enigma ever created. Monstructor’s mind has long since wasted away and only survival instinct remains. Powerful in its day, its strength has atrophied, but it remains a formidable opponent. Every step of the way, the PCs are hounded by Decepticons and there will be a final reckoning between the three forces before the PCs eventually find records that will lead them to the Enigma’s final resting place, within the heart of a Titan! OUT OF THEIR MINDS The minds of Combiners are complicated things. When a group of bots combine their minds, join a sort of collective, where each bot is aware, but none really in control. The mind and personality of the Combiner itself is both separate from the individual bots but also formed and influenced by them. Because of this, before a group of bots is given the ability to combine, they undergo rigorous mental discipline training to allow them to harmonize well with their teammates. In a recent desperate battle with Decepticon forces, Optimus Prime used the Enigma of Combination on himself and several of his lieutenants in a last-ditch effort. This act created the Combiner Optimus Maximus. But the team wasn’t equipped for the mental cost. Prowl’s need for control was at odds with Optimus, which proved to be devastating. While Optimus and Prowl wrestle in a purely mental space, Optimus Maximus rampages in the physical world, attacking friend and foe alike. The Decepticons retreated, but with their leadership at the mercy of an out-of-control Combiner, the Autobots were left without direction. If the PCs can snatch the Enigma away from Optimus Maximus, they can use it to merge into a new Combiner that can subdue him. But is the team prepared for what that will do to their own minds? When they have the Enigma in their possession, Downloaded by Elijah Kidd on 6/29/2024 . Unauthorized distribution prohibited.


126 TRANSFORMERS ROLEPLAYING GAME: THE ENIGMA OF COMBINATION TRANSFORMERS ROLEPLAYING GAME Enimga of Combination they are forced to confront their fears, anxieties, and regrets within a psychic mindscape. These emotions take the form of Combiners themselves, which must be overcome before their minds can be in harmony. Finally, a confrontation with Optimus Maximus will be more than just physical. The PCs will then need to enter that Combiner’s mind to battle with the Autobot leaders’ darkest emotional secrets: Prowl’s fear of helplessness and his distrust of even those closest to him and Optimus’s regret over millennia of war and the lives it has cost. Once these monsters of their minds have been faced, Optimus Maximus finds the peace necessary to be able to separate back into the individual bots that make him up. OVERCHARGED Megatron is at it again! After discovering the Decepticons have set up a base on Earth’s moon, the PCs roll out with the Combiner Superion to deal with it. Once on site, the team learns that the Decepticons have managed to fashion a device that will filter Energon from the Earth’s atmosphere. This will have the unfortunate side effect of making the air unbreathable for humans. The Autobots arrive just as the Decepticons are activating the device. They successfully defeat the Decepticons and rush to shut down the technology before it can do any lasting harm to Earth’s atmosphere. As Superion smashes the device, the small amount of Energon already harvested by the machine splashes onto him. After returning to the Ark, the Aerialbots begin to seize up. They have trouble moving their joints and are unable to convert. Ratchet and Wheeljack study the effect and conclude that while the Energon harvested from the atmosphere could supercharge most bots, it has a different effect on Combiners. The extra power from this “atmo-Energon” overwhelms their C-cogs, causing them to malfunction. To create a cure, Ratchet and Wheeljack will need some more atmo-Energon. Unfortunately, the only way to get it is to return to the moon, repair the Decepticon device, and use it briefly. Optimus is certain Megatron will want to recapture the mechanism as soon as it is repaired. The Autobot PCs will have to defend it while it works and then destroy it beyond repair once it has harvested enough atmo-Energon. But without Superion, they may not be strong enough to do that. Wheeljack offers the team the ability to temporarily form a new Combiner using the same methods he used to make Superion. Once the process works, will the PCs want to remain a Combiner team or go back to their old dynamic? Tier 4 RACE FOR THE ENIGMA, PART 2 After learning that the Decepticons are able create powerful new Combiners, the PCs have scoured the galaxy for any information about the artifact known as the Enigma of Combination to aid the Autobot cause. They eventually learned that the Enigma lies in the heart of an ancient, sleeping Titan. The PCs must now make the perilous journey to the unnamed Titan and retrieve the artifact. The Titan’s resting place is deep within a nebula whose properties cut off the PCs from communicating with Autobot leadership, so once they go in, they are on their own. Unfortunately, the Decepticons dispatch the immense Gestalt Devastator to track them down and destroy them. The PCs can temporarily lose Devastator within the nebula’s cosmic dust clouds to reach the sleeping Titan’s form and find a way inside. However, the gigantic robot isn’t as dormant as it appears. Many of its automated defenses are active, and, worse yet, without a Cityspeaker to temper its thoughts, the titan’s powerful mind begins to invade the PCs’ thoughts. The seemingly nonsensical words and images that flood their minds could mean nothing, they could be of great import, or they could allow the Titan to attempt to control their actions. As Devastator closes in on the PCs once again, the Combiner is similarly bombarded with mental disruptions, slowing him down. This gives the team another chance to escape and discover the chamber that holds the Enigma of Combination. However, it is guarded by a group of ancient bots with no allegiance to either Autobots or Decepticons. They have sworn to protect the Enigma, but the PCs might be able to convince them that the Autobot cause is a righteous one. If they don’t, they may have to fight these guardians. Or perhaps they can force a confrontation between Devastator and the wardens and steal the artifact while everyone is distracted. Regardless of how the PCs return with the Enigma, the Autobots will eventually have to ask themselves whether a single allied Combiner is powerful enough to defend against future Decepticon Downloaded by Elijah Kidd on 6/29/2024 . Unauthorized distribution prohibited.


127 CHAPTER 5: COMBINER CAMPAIGNS TRANSFORMERS ROLEPLAYING GAME Enimga of Combination threats. Should the artifact be used to make more Combiners? Should it be destroyed? Should it be returned to the center of the sleeping Titan? HUNTING THE HUNTERS Every month for several months now, several bots have disappeared from the Ark. None of them have been heard from since. The little evidence available suggests they were all abducted, but nothing indicates by who, or why. The PCs are the latest group of abductees who awake to find themselves in the wilderness on an unfamiliar world. Their weapons and all the gear they need to survive in the wilderness for a few days have been left nearby. As they get their bearings, they get the sense they are being watched, maybe even stalked. They come across the mangled chassis of the previously vanished bots, giving them a glimpse of their possible eventual fate. The rends and tears in the bodies suggest the claws of some large and powerful animals. Downloading the final message of one deceased bot reveals that this world is a hunting ground for the Predacons. In addition to being a group of elite Decepticon warriors, they are also capable of combining into the Decepticon’s most dangerous Combiner, Predaking. The PCs soon encounter the Predacons first-hand, as the master trackers and stalkers ambush them over and over again, briefly attacking and then fading back into the underbrush to slowly wear down the unfortunate Autobots. But the Predacons aren’t the only danger. This world is teeming with dangerous territorial wildlife, some of which might even pose a threat to even the Predacons. Eventually, the PCs discover a lone survivor who helps them find a place to rest and repair. She believes that the Predacons must have a ship somewhere nearby, but she hasn’t been able to locate it. She offers to Binary Bond with one of the PCs to increase their power, which might be enough to survive the wilderness long enough to find the vessel and escape. But the Predacons don’t lose their prey easily, and they certainly don’t let their prey steal their ship. A showdown with Predaking is inevitable. SPARKING A RESISTANCE Autobot command receives a call for help from a previously unknown world that is under attack from the Decepticons. With only one city remaining unconquered, the senders are desperate. Optimus Prime selects the veteran Autobot PCs—and Combiner team—to provide aid. Their orders are to shore up the city’s defenses, train the residents in anti-Decepticon combat tactics, and provide combat support in the event of an attack. The squid-like people, who call themselves Oegidae, take to the training easily enough, and their infrastructure is easily upgraded to better repel the Decepticons. All of this is put to the test when the first attack comes, which is quickly fended off. But the second attack brings the Decepticon Combiner Menasor. After a harrowing battle, the city remains safe, but Menasor promises to return with other Combiner teams. The PCs must then teach the weary Oegidae all they know about how to battle Combiners as quickly as possible before the Decepticons regroup. The final attack sees Abominus and Bruticus leading squadrons of shock troops and Seekers. Luckily, the PCs receive a message that Autobot reinforcements are inbound. Can they coordinate the defense of the city and direct the Oegidae’s efforts against the Decepticons to hold back the tide of enemies long enough? Will they fall against a two-pronged attack from Abominus and Bruticus? Or will they, with the help of their new allies, repel the Decepticons from the planet for good? Downloaded by Elijah Kidd on 6/29/2024 . Unauthorized distribution prohibited.


Downloaded by Elijah Kidd on 6/29/2024 . Unauthorized distribution prohibited.


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