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transformers d20 rpg

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transformers d20 rpg

Postby megatron_85 » Thu Feb 21, 2008 10:47 am

i'm currently working on a unoffical transformers rpg using d20 rules

i might need some help with profiles

please reply at once
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Re: transformers d20 rpg

Postby Blackstreak » Thu Feb 21, 2008 11:02 am

Motto: ""I'm stronger than I look, but not as strong as I think I am.""
Weapon: Laser Rifle
I've been there and done that. I can't say I've kept the results but I could help you out. I started w/a a book called 'D20 Mecha'. I gives you an alternate method of creating giant robot characters and allows for transformer characters. Me and my friends actually playtested it w/ some helpful responses.

EDIT: As it turns out I still have the files on disk. We can compare notes.
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Re: transformers d20 rpg

Postby megatron_85 » Thu Feb 21, 2008 11:18 am

unfortunately i don't have d20 mecha so will you please give me both the rules & the profiles
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Re: transformers d20 rpg

Postby Jeysie » Thu Feb 21, 2008 12:53 pm

Motto: "Peace, Love, and Rock n' Roll"
Weapon: Dirge Gun
Hmm. I'd love to hear those notes, too... my RP group might have fun playing a one-shot or two in the TF universe, but we didn't know of a good ruleset to use.
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Re: transformers d20 rpg

Postby First Gen » Thu Feb 21, 2008 12:57 pm

Motto: "Til All Are One."
Weapon: Dual Laser Cannon
If you don't have the rules or anything, ur asking for alot of work. Hopefully the fellow members or SEIBERTRON can help you along your way. I believe theres a thread up on this kind of thing already.

Oh and Welcome to SEIBERTRON

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Re: transformers d20 rpg

Postby Jeysie » Thu Feb 21, 2008 1:25 pm

Motto: "Peace, Love, and Rock n' Roll"
Weapon: Dirge Gun
Well, assuming she's talking about the ruleset from Guardians of Order, I found a PDFed version of the ruleset's Systems Reference Document (the free-to-use basics, essentially) here:

http://www.together.net/~tjoneslo/MechaD20%20SRD.pdf

It doesn't seem to include any rules for mecha *as* characters, though, only as piloted vehicles. (Maybe I'm looking at the wrong company's ruleset?)
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Re: transformers d20 rpg

Postby megatron_85 » Thu Feb 21, 2008 3:19 pm

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Re: transformers d20 rpg

Postby Blackstreak » Thu Feb 21, 2008 3:21 pm

Motto: ""I'm stronger than I look, but not as strong as I think I am.""
Weapon: Laser Rifle
I need to find a way to put the D20 Mecha into a PDF format. And I don't think thats very easy. Let me give you a test shot of Bluestreak (because he's may favorite). The first thing to understand is creating a mecha is not your typical straight-out-of-the-D&D-rulebooks. You wouldn't be able to figure it out until I can get you a copy of the D20 mecha. The second thing is everything gets translated into D&D/Star Wars/Modern rulebook language. What I'm giving here is the final result of what I came up with.

Character Name: Bluestreak
Allegiance: Autobot Sub-Group: -
Class: Ranger/ Warrior Alignment: Neutral Good
Function: Gunner Robot Mode Size: Large
Level: 4/ 4, 8 CL Modes/ Size: Datsun 280 ZX- Large

WP: 7D10 + 26 (61) Hit Die Type: D10 HP: 14
STR 24 : +7
DEX 18 : +4
CON 14 : +2
INT 12 : +1
WIS 11 : +0
CHA 15 : +2

Armor Class
Total: DEX: Defense: Size: Base: N.A: Misc:
29 = +4 + +7 + -1 +10 + +10 + +0
Initiative: +4 ( +4 Dex, +0 Misc.)
Speed: 50', 300 mph
Hardness: 10
Base Attack: +8/ +3

Saving Throws: Total: Base: Ab. Mod: Misc. Mod:
Fortitude (CON) +10 = +8 + +2 +
Reflex (DEX) +8 = +2 + +4 + +2
Will (WIS) +2 = +2 + +0 +
Total: Base: Ab. Mod: Size Mod
Melee (STR): +14/ +9 = +8/ +3 + +7 + -1
Ranged (DEX): +11/ +6 = +8/ +3 + +4 + -1

Weapons:
Unarmed +14/+9 1D8+7 20 10'Reach Natural
Electron Rifle +12/ +7 6D8 20 12 miles Energy Large 80,000 volts (-1 to attack for each mile beyond the first mile)
Dual Missile Launchers +12/ +7 10D8* - 8.3 miles Artillery Huge 4 Indep, Incend
*Ignores 1/2 hardness and deals radius damage. Other targets in burst radius gets full hardness.

Skill Pts/ Ranks: 57 / 11-5
Skills (Ability): Total: Ab. : Ranks: Misc:
X Astrogate (Int) +7 = +1 + +6 +
Climb (Str) +13 = +7 + +6 +
X Computer Use (Int) +2.5 = +1 + +1.5 +
Drive (Dex) +12 = +4 + +6 + +2
Intuit Direction (Wis) +6 = +0 + +6 +
Jump (Str) +13 = +7 + +6 +
Listen (Wis) +6 = +0 + +6 +
Pilot (Dex) +12 = +4 + +6 + +2
Search (Int) +7 = +1 + +6 +
Spot (Wis) +6 = +0 + +6 +

Feats & Special Abilites:
Vehicle Expert
Vehicle Dodge
Track
Favored Enemy- Decepticons (+1)
Proficient w/ Simple, Martial, & Exotic Weapons
Proficient w/ Energy Pistols & Rifles
Proficient w/ Personal & Advanced Firearms
Combat Style- Archery
Endurance
2-Weapon Fighting
Dodge
Weapon Specialization (Energy Rifle)
Weapon Focus (Energy Rifle)
Exotic Firearms
Lightning Reflexes
Superior Speed x2 (1 replaces spell ability)

Carrying Capacity:
Light: 466
Medium: 932
Heavy: 1400
Overhead: 1400
Off Ground: 2800
Push/Drag: 7000

Notes/ Weaknesses:
Has a Distaste for violence- Wisdom check prior to every encounter violent encounter [DC = (10+# of opponents) minus 5 versus Decepticons]. If the check fails, all combat actions are at a -2 penalty except for damage. Compensated by having a higher damage Die on ranged weapons.
Electron rifle has limited accuracy on long range shots, compensated by longer range.
Missile Launcher rockets split into 4 independently targetable warheads for mulitple targets. Upto 8 targets can be shot at with the same attack roll. This is a compensation for having a maximum effective range.
Accessories & Location:
Mercury Headlights
Communicator



Bluestreak
Datsun 280 ZX
STRENGTH: 6 INTELLIGENCE: 6 SPEED: 7 RANK: 5
ENDURANCE: 9 COURAGE: 2 FIREPOWER: 9 SKILL: 7
FUNCTION: Gunner
"I never met a Decepticon I didn't dislike."
Often talks incessantly and inanely...lightens the situation for all Autobots with his gregarious mannert. Despite formidable weaponry and blazing speed, he hates war. Is the sole survivor of his home-city, is haunted by memory of Decepticons destroying his home-city.
Fires shell containing 4 independently targetable warheads up to 8.3 miles, and lightning-like 80,000 volt beam up to 12 miles of limited accuracy.
Often inhibited by his disdain for combat.

Understand that hit points and wound points are taken from the Star Wars rules. Transformers are technically objects/ constructs therefore they use Hardness instead of Damage Reduction.
Weapons are in the format of "wpn/attack bonus/damage/crit/range/type/size/notes.

Hopefully this will help give an idea inasmuch as the format for posting here will allow.
Last edited by Blackstreak on Thu Feb 21, 2008 3:27 pm, edited 1 time in total.
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Re: transformers d20 rpg

Postby Blackstreak » Thu Feb 21, 2008 3:24 pm

Motto: ""I'm stronger than I look, but not as strong as I think I am.""
Weapon: Laser Rifle
Jeysie wrote:Well, assuming she's talking about the ruleset from Guardians of Order, I found a PDFed version of the ruleset's Systems Reference Document (the free-to-use basics, essentially) here:

http://www.together.net/~tjoneslo/MechaD20%20SRD.pdf

It doesn't seem to include any rules for mecha *as* characters, though, only as piloted vehicles. (Maybe I'm looking at the wrong company's ruleset?)


If you read closer one of the feats you can install is the Artificial Intelligence. What I did is use that as a requirement for Transformers and didn't create a pilot. That link will help out alot in creating transformers.
I've gone to the point on this to where I've developed Transformer feats and special abilities and such. I can post my files here if any one cares to take a look.
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Re: transformers d20 rpg

Postby Jeysie » Thu Feb 21, 2008 4:16 pm

Motto: "Peace, Love, and Rock n' Roll"
Weapon: Dirge Gun
Blackstreak wrote:If you read closer one of the feats you can install is the Artificial Intelligence. What I did is use that as a requirement for Transformers and didn't create a pilot. That link will help out alot in creating transformers.
I've gone to the point on this to where I've developed Transformer feats and special abilities and such. I can post my files here if any one cares to take a look.


Ah! Very cool. I would be curious to read your notes, if you have the time to post them. :D
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Re: transformers d20 rpg

Postby Blackstreak » Thu Feb 21, 2008 4:45 pm

Motto: ""I'm stronger than I look, but not as strong as I think I am.""
Weapon: Laser Rifle
Ok, first I will post my personal notations regarding the D20 Mecha Handbook. Since PDF versions were provided this is what I have:

Notes from the D20 Mecha Handbook published by “Guardians of Order”
The majority of this information is intended for Transformer characters that are generated off of original Transformers with Tech Specs.

Step 1: Choose Mecha Type
In this variation the only options listed that is available is Vehicle. Suits are not used unless you consider the Headmaster, Targetmaster, and Powermaster enhancements a suit for the smaller partner. And Giant Robot is technically true, but we will change that to just robot (because not all of them are giant). However, the choices are not limited to just Robot and Vehicle. Other options include Animal, Equipment, and Weapon.

Step 2: Choose Size
This is the most important early step in creating a transformer because a majority of stats and factors derive their value from the size of the robot.

Step 3: Hit Points
No changes.

Step 4: Occupants and Cargo
This only applies to vehicular transformers when in vehicle mode. Occupant and cargo space should be purchased according to what is typical for the type, make, model, etc. Occupant space can be used as cargo space provided there are no occupants using up the space.

Step 5: Armor (Damage Reduction or Hardness as I prefer to use)
Certain types of attacks can be deflected or nullified by certain alloys. These alloys can be purchased as Special Abilities but are covered under the Armor ratings. They will not serve to modify the character's AC, but rather serves as a damage reduction bonus that stacks with the default armor against a specific type of attack. The damage reduction rating can be purchased at the same cost as the Armor guidelines.


Alloy: Protects against:
Ceramic Plating: Fire/Heat
Durabyllium Steel: Bludgeon, Drilling
Malibdium: Fractures, Molecular
Polymer-steel: Ballistic artillery
Sillenium Steel @: Confirmed Critical plus AC bonus in defense.
Stainless Steel Corrosives, Slashing
Titanium* Energy weapons but prone to fire/heat.
*For each point of Energy reduction adds 1 point of fire/heat damage when sustained.
@ Sillenium Steel is purchased as a defense but gives this bonus as well.

Step 6: Defense (Armor Class)
Nothing has changed except a few alloys that are better listed as a defense rather than as an armor. These alloys are more expensive, requires a knowledge check at the time of creation due to rarity but are worth the effort. Purchasing any of these armor types costs three times as many points and has a stiff penalty to movement. Later on when the speed ratings are purchased, the armor rating purchased is doubled because the heavier the armor, the harder it is to move about. The actual armor rating is determined in the same way as normal armor. Armor used by Transformers do not require a proficiency to use because they are their armor.

Alloy: DC check: Benefit:
Sillenium Steel 25 Alloy counts as a deflection bonus to AC and as DR.
Trythillium Steel 20 Alloy counts as a natural armor bonus to AC and as DR.

Step 7: Strength Scores
When creating the original Transformers off of the original Tech Specs (I like to do that), converting ability scores isn't all that smooth. For strength, I averaged out the strength ranges and treated that number as the “5” on the original tech specs. Next I broke down the D20 range chart to fit within the Tech Spec ratings. The original Tech Spec rating then reflects what strength score that Transformer should have in the D20 system. I have already taken into effect any boost from level improvements. The results are worked out in the charts below. Simply find the Tech Spec rating on the side and cross reference with the robot size category for it's strength score. Below the chart is the Average result for that particular size category and the point range to find the average.

Tech Robot Size Category
Spec: Small/ Medium/ Large/ Huge/ Gargantuan/ Colossal
1: 5/ 10/ 15-16/ 20-22/ 30-33/ 40-44
2: 6/ 11/ 17-18/ 23-25/ 34-38/ 45-50
3: 7/ 12-13/ 19-20/ 26-28/ 39-43/ 51-57
4: 8/ 14-15/ 21-22/ 29-31/ 44-48/ 58-64
5: 9-10/ 16-17/ 23-25/ 32-35/ 49-53/ 65-71
6: 11/ 18-19/ 26-27/ 36-39/ 54-58/ 72-78
7: 12/ 20-21/ 28-29/ 40-42/ 59-63/ 79-84
8: 13/ 22-23/ 30-31/ 43-45/ 64-68/ 85-90
9: 14/ 24/ 32-33/ 46-48/ 69-72/ 91-95
10: 15/ 25/ 34-35/ 49-50/ 73-75/ 96-100
Avg. (Pt range):10 (11) 17 (16) 25 (21) 35 (31) 52 (46) 70 (61)
*Tiny sized robots are on a 1-to-1 point ratio with 5 as the average.
The second thing to note is the progression for tremendous strength (a common occurrence within the Transformers saga). Scores in the 60s are multiplied by 256; 70s = 1024; 80s = 4096; 90s = 16,384; 100s = 65,536. Do not forget to take into effect any quadruped features and size category of the character. The averages and point range given at the bottom of each column is a reference only. It should a general idea on where to rate your character with a tech spec rating.
Strength modifiers and melee attacks. Because of the huge strength scores that transformers have this puts their melee attacks to a sky high value. To restore game balance in this area Transformer characters only benefit from half of their strength modifiers to attack regardless of feats or circumstances. If half of their modifier falls on an odd number then round down. They still benefit from full strength when dealing damage and when making skill checks.

Step 8: Speed
For movement I treated Transformers as no different from flesh creatures while in robot or animal mode. Refer to the chart below for robot movement speed and does not come at a point cost. But for vehicle modes, those speeds have to be purchased according to the book. All numbers are given for biped robot modes only.

Size Ft/rnd
Small 20
Medium 30
Large 40
Huge 40
Gargantuan 50
Colossal 50

Transformers who can move underwater but have a faster land speed do not need to spend points beyond purchasing the underwater speed since robotic land speed is free.
For general reference here is a few things to keep in mind: 1 mile is 5,280'. Mach 1 is 741.45 mph. Mach 2 is 1,482.91 mph. I will work out Knots distances later.

Step 9: Handling
Handling has two values to it based off of the agility and acceleration of the machine. They are Maneuver and Initiative.
Maneuver is only used by Transformer characters with a vehicle mode. Maneuver is based on how well the machine responds to the controls. Using maneuver to modify a pilot's skill check only applies when there is a driver or pilot such as a Headmaster or Targetmaster partner.
Initiative Handling is a modifier to the character's initiative. Initiative may have different values for each mode as the player assigns points. Remember, the base value is listed first and the second is the active value which was purchased. When the character is in robot or animal mode, it's dexterity modifier is applied. When in vehicle mode, it applies it's maneuver modifier. If it has a weapon or equipment mode, it does not have a handling value unless the character purchased the Unusual Maneuverability feat.

Step 10: Special Abilities
No changes or alterations have been made, yet. Here is a list of powers directly taken from Transformer sources. These are repeated in the TF D20 System file.

Channel Electricity
This power is a weaker version of Electrical storms wherein the character can call up and channel bolts of lightning like the Lightning spell. The only protection that can be used is rubber insulation.
Shrapnel can use this power to devastating effect.

Compressed Air
This ability summons a pillow of compressed air giving the user a seeming solid surface to put their weight on. This is useful as a Feather Fall spell and operates just like it.
Windcharger has this capability.

Earthquake
Capable of ripping gaps into the surface of the earth, this power can literally cause havoc. By sending tremors into the ground, the vibrations cause the earth to split apart creating crevices that grow as fast as a human can move in one round.
Frenzy, Rumble and Sludge can use this power by stomping on the ground or converting arms into piledrivers.

Electrical Storms
This power is the ability to summon up electrical storms and rain down thunderbolts with devastating effect. Each bolt deals 1D6 per character level with no restriction to maximum damage and the storms hinder movement and visual sight by half.
Tigerhawk could summon storms in the Beast Wars saga and kept an entire ship from launching into space.

Elecromagnetic Emission Field
Taking the Move Silent skill, this power masks sound created from movement and creates a form of invisibility in low-light and darkened areas. It can be countered by infrared lighting. This power bestows a +10 circumstance bonus to the Move Silent skill as well as turns the user invisible like the spell in low-light and dark areas.
Ravage utilizes this power frequently.

Fear
Able to strike fear into the very core of opponents, it comes naturally whether by form, action, tone of voice, or by your mere presence, the Transformer with Fear can shake the courage out of any enemy. May cause companions to be edgy and nervous around you as well. But it doesn't matter, that is what the Transformer with Fear enjoys doing.
Dirge and Thundercracker are good examples of Decepticons who use fear to defeat their opponents. Grimlock is fearsome in his dinobot mode.

Flight
Just like the spell, this ability is a constant power where the user does not have to call it up. The maneuverability of this power is Good and speed always begins with the humanoid rate of speed. It can be increased through means of feats. The only hindrance to this power is that if the character is rendered immobile, it also loses the ability to fly.
All Decepticons have flight capabilities regardless of mode.

Force Field
Can summon up a barrier of invisible energy that barricades from physical and energy weapons. It can not be broken or and no attack made can bypass it. The only thing the field can not do is prevent Devastator from stepping on and crushing the robot. The force field can be used to protect self, or shield an area. Depending on what the field has to protect against, the amount of and nature of damage, determines how much energy is used up. This power can be very draining even rendering the user inoperative.
Trailbreaker is known for his force field as well as being stepped on by Devastator.

High-Pitch Grating
This power disorients a single target and disrupts the electrical flow causing the target to malfunction.
Frenzy can use this power by using drums in his chest cavity and Jazz has a form of it when using his stereo system with light effects.

Interdimensional Hook Up
By folding time and space, a Transformer can lock onto a black hole and channels anti-matter as a weapon. The most powerful weapon, it deals a number of D20 damage equal to the character's CON modifier.
Megatron the Walther P-38 and Megatron the Beast Wars tyrannosaurus are the only Transformers known to be able to do this and they did not use it often.

Magnetic Field
By tapping into the metallic alloys in the area, the user of the magnetic field can attract or repel those magnetic metals with a thought. It allows the user to throw objects or even crush them. The damage sustained or the distance thrown are a function of the character's level.

Read Minds
With this power, a transformer can monitor electrical impulses in the head to read it's thoughts and discern motives. This power grants a +10 circumstance bonus to Sense Motive skill checks and functions as a Detect Thoughts spell. The subject must be in sight for it to be used.
Soundwave has this ability and used it many times to protect Megatron from would-be usurpers.

Regeneration
This power instills the character with the ability to heal from wounds. Unlike trolls, this power is not counteracted by any known damage type. The user is not subject to critical hits or death blows. This power has little if any downfalls to it.
Rampage, or known as Project X in Beast Wars could regenerate every part of his body.

Sandstorms/Wind Funnels
By using rotors, exhaust pipes, or some other device, a character can call up blinding clouds of dust and sand over a large area. This diminishes visibility and speed by up to three quarters. Wind funnels can throw opponents like hurricanes and even disorient the target. This power can only be used in areas with large quantities of sand.
Sandstorm used this power in all of his modes.

Stroboscopic Effects
This power uses lights, sounds, and other effects to disorient or even neutralize enemies via optical and audio sensors. If strong enough, can impede cerebro pulses, energon flow, and short circuit opponents.

Teleportation
Able to fold time and space, the robot can relocate themself within a given distance. It creates a minor disorientation and if done incorrectly, can result in materializing inside solid objects. This is done just like the spell of the same name.
Skywarp is capable of teleporting.

Tsunamis
Able to create and utilize tidal waves, hurricanes and wreck destruction for miles around. Can even create vast floods.
Tigerhawk had this power at his disposal as he had Electrical storms.

Step 11: Exotic Abilities
All Transformers must have Full Artificial Intelligence and Transformation. These do not count against the character's initial point pool. Remember that Full AI gives access to the other attributes (DEX, INT, WIS, CHA only) and those scores are also purchased (it is where the cost for AI comes from). There is no limitation to the number of modes you can purchase, you just have to afford it.
Some transformers have abilities that are better described as spell-like abilities. For this purpose, Metamagic feats that do not involve creating something can be purchased without requirement restrictions. Any metamagic feat purchased is specific to the power purchased for. A note regarding the spell level. Whenever there is a spell-like ability derived from a spell that is listed as both a Cleric and Sorcerer/Wizard, the Sorcerer level is used. This is because the Transformer is manifesting these powers as an innate ability- they don't have to cast it with verbal, somatic, or material components, nor do they have to pray or meditate for the powers to manifest.
Here is a compilation of Transformer-specific exotic abilities. Note that some of them are feats described in any one of the D20 books. This does not mean that any feat can be purchased- only that particular feat can be or is mandatory to certain characters. Notice also that these abilities are more expensive, too.

Interdimensional Hook-up
The ability to link up with black holes through time and space is a powerful but time consuming power. The effects can be devastating as it's sole purpose is to manifest a quick resource of anti-matter. So far, only 2 Transformers could do it: Generation 1 Megatron and Beast Wars Megatron. Only the latter has been seen to use it. The power (die size and how many) of the anti-matter is dependent on the weapon that it is drawn through. It takes a full minute to establish interdimensional link and charge up the weapon with the anti-matter. It costs 1,000 pts to have this power in addition to the cost of the weapon that it is channeled through.

Size Decrease/ Increase
Some Transformers change sizes while they are transforming into one mode or another. Typically the robot mode size acts as the base size category for the character and what they transform into dictates whether they have to increase or decrease size (although this is not necessarily true for vehicular transformers in which case the vehicle can determine robot size). The size changing is a part of the non-robot mode and the cost varies according to what that mode is. Weapon transformers take this ability as a weapon quality. Equipment transformers gain a +10 to Hide as their mode is to blend in with human society. Each size change costs 10 points.

Vehicle Dodge
Available as an Exotic Ability only to vehicles that have a high maneuverability. Such vehicles include sports cars and sedans as they are the only type of vehicle that can handle the maneuvering it requires. In fact, it is a required cost for sports cars. All other vehicles can only take it as a normal feat. This has the added benefit of upping the character's beginning character level. Having it as an exotic ability does not add anything more to it than what it already does. Purchasing this ability costs 100 points.

Vehicle Expert
Most vehicle transformers are so inured with what they are that they can purchase this feat as an exotic ability. The bonus to drive and pilot applies whether they are driving or piloting themselves in vehicle mode or something else in robot mode. Purchasing this ability costs 100 points per robot and vehicle mode that the transformer has. That character may not take this as a feat.

Step 12: Defects
Here is a list of Transformer related defects, more commonly referred to as weaknesses.

Prone to Surprise
Character is stymied by actions that are unexpected or considered as illogical. The character must make a Will save against the action or even the event where the DC varies. The DC can be influenced by antagonist's character level +10, the number of opponents, the intensity or importance of the event, and so on. How often this safe must be made is depending on how players react to the situation, but the DM can make the call. If successful, they may act as normal. If the save is failed, character is stunned for a number of rounds equal to their intelligence score. At the end of the last round of being stunned, the character has recollected his wits and may act normally. This weakness reduces the cost of the character by it's intelligence score multiplied by 5.

Size Reduction
For some unexplained reason, there are some transformers who have to suffer from a size reduction when transforming into robot mode from some other mode. It may be that something about the individual's spark requires a smaller robot size versus the non-robot mode. So far this seems to effect only those with a vehicular mode. This reduction in size is most helpful for those robots who are involved in a quintrocombiner team like the Constructicons or Aerialbots. For each size that the robot shrinks in the transformation their point cost goes down 100 points. The point reduction is recorded in the robot mode column.
And then, there are some (like Megatron) who have to reduce their size when transforming into a weapon or equipment mode. This may not always be a disadvantage, however, it still counts as 1 weapon quality for each category that it reduces down to.
So, what is the difference between a size change that is an exotic ability and one that is a weakness? The form serving as the base mode. The base mode determines the size of the robot. Whenever a size change puts the transformer at some disadvantage it is a weakness. For example, Megatron has to be held and fired by someone else when in either of his weapon modes. The only difference between his two weapon modes is that one is useable by transformers, the other by humans. Soundwave on the other hand, benefits from having a smaller mode (a bonus to his hide check when blending into human society).

Slow
Due to some glitch whether it's in the joints or the mind, the transformer is slower than normal. Although there is no real penalty for taking actions, movement is reduced. For every loss of 5' in speed the cost of the character is reduced by 5 points. A character can never be reduced to less than one quarter of their base speed.

Unthinking
Basically a mindless brute, the un-thinker charges into combat without planning. Regardless of the number of opponents they run straight into battle. Sometimes this tactic works to overwhelm enemies, other times it is more foolhardy than wise as it puts the individual in situations they can't handle. For this weakness, all dexterity and wisdom based skills take a penalty of -1 per point cost of reduction.
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Re: transformers d20 rpg

Postby Blackstreak » Thu Feb 21, 2008 4:53 pm

Motto: ""I'm stronger than I look, but not as strong as I think I am.""
Weapon: Laser Rifle
Step 13: Designing Weapons
Damage
The size of the weapon damage dice is determined by the size of the robot: D4-small, D6-medium, D8-large, D10-huge, D12-gargantuan, D20-colossal. This is with the understanding that the weapon is of the same size category as the robot. For weapons that are smaller reduce the size of the die per category. In general, a character cannot use a weapon two sizes too small or too big. Missiles, rockets, torpedoes, etc. are treated as if the weapon is one size larger than the robot. If the character is large enough to make the missile damage die larger than what is on the scale increase to a D30 and then to percentile respectively. How many dice is equal to the Firepower rating on the original Tech Spec.
Natural weapons such as fists, claws, fangs, etc. derive their damage by the guidelines on page 37. The only difference claws and fangs have is they are lethal, fists are not. Any transformer who strikes a flesh creature always deals lethal damage with any natural weapon.
As the transformer size increases so do the damage dice for any weapons it may be equipped with. For easy reference I have duplicated it here. Sometimes there are multiple dice of damage that have to be increased. I have taken this into account as well. This is just a matter of taking each die separately and increasing it as many size categories as necessarily and then recombining them.


There are new types of ammunition that can be utilized. These specialized types of ammunition costs one quality but does something a little extra besides damage.

Ammunition Types
Acid
There are many kinds of acids with just as many type-based acids. Regardless of what type of acid it is or what ingredient it is based off of (like a salt-based acid), it will deal 1 point of damage directly to it's targets armor. Each time the target is struck, the effects stack. Subsequently, until repaired, that target's Armor is reduced by the number of times they are hit with the acid ammunition. When Armor reaches a 0/-, the count starts over where the target takes damage as if struck by a Melf's Acid Arrow but only at 1 point per hit.

Anti-Matter
Anti-matter is perhaps the most powerful form of energy ammunition accessible to transformers. By definition it is the polar opposite to matter. For game purposes it is treated as a missile type weapon for determining the damage die. How many dice is unchanged- still goes according to original tech specs of the character. As a bonus, anti-matter ignores target's armor bonuses to AC. Counts as 3 qualities.

Null Ray
A form of electricity, the null ray temporarily short circuits the target instead of dealing damage. With a successful ranged touch attack, the null ray interrupts all electrical pulses for a number of rounds equal to the character level of the user. There is no save allowed for this. Counts as 1 quality.

*Insert more ammunition types here*

Range
There are several weapons within the Transformer genre where the range of the weapons is far beyond normal role-playing standards. This means that range becomes irrelevant especially when taking penalties to hit. Penalties would not typically be incurred until beyond the range of the battlefield. This also becomes true of exotic abilities. Purchasing this kind of range is very difficult and expensive- but to create an accurate D20 version, it should be done.
Take the detailed range on the tech spec and convert it to distance in feet. Next, I divided it up by something and got some number in feet giving it's actual increment per round. I forgot how I did it. It would seem logical that if you figured out the range increment according to the Mecha Handbook page 38, it will give the distance the attack moves. Dividing the maximum range by the increment gives how many rounds before impact.

Qualities and Restrictions
All weapons are understood to be Hand-held and do not cost points to buy. Hardpoint, also referred to as mounting by me will cost points and includes anything from wrist-socket rockets to shoulder cannons and even retractable components that cannot normally be removed.
All weapons are also understood to have some kind of holster somewhere on the robot. This does not count against cargo space if applicable.
New Qualities:

Alternate Ammunition
This is not so much a new property of weapons as it is a modification to the Alternate Weapon (Ammo) rule on page 39. Some weapons can switch between two or more types of ammunition as a free action. This occurs before any attacks are taken but the switching applies that round. Each application of this quality adds one additional type of ammunition. Damage, threat ranges, range of attack and other properties of the weapon are unchanged. If an ammunition has an additional property to it besides dealing damage, the cost for this quality is doubled. The total cost of each additional ammunition type is 1 quality.

Energon-based
Some weapons in the Transformers genre can be manifested out of pure energon. Considered as an energy weapon, the weapon ignores the target's DR if there is any. At first, most weapons of this nature were melee but until recently (the Energon saga) ranged weapons have also been manifested out of pure energon. Melee weapons have to have some physical handle to it equipped with battery and gadgetry in order to the energon to be shaped. Counts as 2 qualities.

Linked
Multiple weapons of the same type can gain the linked quality. Linked weapons are a virtual Multi-attack feat that allows all weapons in the linked system to be used as a full round action using the highest attack modifier. Each weapon must be rolled separately and where applicable, damage dealt separately. Only guided weapons can have separate targets and only firearms or ranged energy weapons can have this quality. These weapons must also be mounted. Counts as one quality for each weapon in the linked group.

Retractable
The weapon can be withdrawn into a compartment installed on the robot's body. The weapon must have a hardpoint.

Sustained Damage
This quality can only be used if the weapon or weapon system is semi- or fully automatic, has a lock-on targeting system, and is mounted. This feature overlaps the Burst Auto-fire and Extended Burst Automatic when determining how many of the shots fired actually hit. With a reduction of the damage die, when the attack succeeds all subsequent shots fired in that attack hit the target. Because this is intended only as cover fire, the damage dice becomes a D6 (regardless of original size) and each extra shot after the initial only adds +1 to one roll of the damage dice. If the damage dice is smaller than a D6 it does not increase. For purposes of DR, all shots are counted as one attack (so DR only subtracts it's value once). As a Reflex save versus the attack roll, the target may jump for cover to reduce the damage by half. Counts as 1 quality.

Titanium
Titanium forged melee and natural weapons ignores a certain amount of armor (Damage Reduction). How much armor it actually ignores depends on the price the player is willing to pay. The original purchase of this quality grants the first 5 points, beyond that each +5 points of armor to be ignored counts as 1 extra quality. If the opponent has an armor rating higher than what was purchased then the remaining amount reduces the damage dealt normally. It is assumed that claws forged out of titanium are bought in pairs and thus the cost is doubled for them. The initial purchase of titanium counts as 1 quality.

Additional notes on previous qualities:
Burst Auto-fire & Extended Bursts
On page 40 you will find rules for Burst Auto-fire and Extended Bursts (which is Burst Auto-fire taken twice) for automatic weapons. These rules are canceled out in favor of the D20 Modern rules for automatic weapons.

Original / 1st / 2nd / 3rd / 4th / 5th / 6th
1 / 1D2 / 1D3 / 1D4 / 1D5 / 1D8 / 2D6
1D2 / 1D3 / 1D4 / 1D6 / 1D8 / 2D6 / 3D6
1D3 / 1D4 / 1D6 / 1D8 / 2D6 / 3D6 / 4D6
1D4 / 1D6 / 1D8 / 2D6 / 3D6 / 4D6 / 6D6
1D6 / 1D8 / 2D6 / 3D6 / 4D6 / 6D6 / 8D6
2D4 / 2D6 / 3D6 / 4D6 / 6D6 / 8D6 / 12D6
1D8 / 2D6 / 3D6 / 4D6 / 6D6 / 8D6 / 12D6
1D10 / 2D8 / 3D8 / 4D8 / 6D8 / 8D8 / 12D8
1D12 / 3D6 / 4D6 / 6D6 / 8D6 / 10D6 / 16d6
1D20 / 4D6 / 6D6 / 8D6 / 12D6 / 16D6 / 24D6

Hardpoint or Hand-held
Hand-held weapons do not cost as a quality because they are held in the hand. The weapon does not take up space except for when it is tucked away in its holding chamber.
Hardpoint weapons count as 1 quality and is stackable with other qualities such as Retractable. Hardpoint means the weapon is mounted on the robot's body somewhere. It can not be moved nor stolen.

***Please keep in mind as you read these things that I am just one person working on this. There will most likely be inconsistencies between the Mecha Handbook notes and the actual RPG notes. These notes here are just to get the transformer started. We still have to convert these into working D20 stats.***
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Re: transformers d20 rpg

Postby Blackstreak » Fri Feb 22, 2008 11:45 am

Motto: ""I'm stronger than I look, but not as strong as I think I am.""
Weapon: Laser Rifle
I would like to make a note regarding the Bluestreak character profile: That profile was not the one play tested, therefore was not the final version. I will post the actual character stats after I've gotten the Core Rules up for perusal.

Transformers:
The Roleplaying Game

Within this module is an effort to create a workable system using the D20 rules for the Transformers genre. Through the book are references to the D&D 3.5, D20 Modern, and Star Wars books that are exclusively D20 system. Some information in this work is derived from the D20 Mecha Handbook published by Guardians of Order.
This effort also relies on the reader's knowledge of how the system works and familiarity with the books already published.

Abilities:
The method to generate ability scores is not much different than playing D&D or Star Wars or D20 Modern. You can pick a base number to go off of and a lot a certain number of points to each ability. Or you can use the classic 3D6 roll. Rolling 4D6 and ignoring the lowest roll is a popular method. Using 5D6 and subtracting the ignoring the lowest result generates higher stats and could possibly be a better option for creating mechanical characters like the Transformers. The abilities have no different function for transformers as they would for flesh-based creatures. Strength is a factor of size and Constitution works against rust and corrosive agents instead of disease and sickness. Intelligence is determined in the same way but is is figured out differently for animal transformers.
For pre-generated character's please refer to the D20 Mecha Notes file as that details how to recreate any character from the original tech specs.

Strength
How strong is a transformer character? With the exception of a few, the tech specs never tell. So it ends up being a comparison game with other similar creatures in the Monster Manual. Transformers should be of at least comparable strength to a construct of equivalent size.
To determine the strength score of a transformer, roll the dice as normal but add the result to the base score given in the chart below appropriate to the robot's size. Animal TF's can do one of two things: either use the base score from it's monster manual entry, or use the savage species process (Savage Species, pg. 14 under Abilty Scores) to generate a new score.

Robot Size Str adj. Wt. mod. Size Mod
Small +2 - +1
Medium +4 - +0
Large +10 x2 -1
Huge +18 x4 -2
Gargantuan +22 x8 -4
Colossal +26 x16 -8
Robot Size: Few transformers are smaller than a human. Minicons, miniature spies and Nebulan -masters were 5' to 6' in height, perhaps even 7' as per normal humans. Micromasters were 6' tall at most. On the other end of the scale, Colossal transformers were the cities/ battle stations that stood several miles in height and could lift almost 100,000 tons without straining themselves. As you may notice, these mile-high robots don't fit on the D&D scale. Those robots will have to be used on the Star Wars ship scale instead. Robot size is a factor of the non-humanoid modes.
Strength Adjustment: Because of their nature as sentient mechanical creatures, beyond the typical construct, strength is adjusted according to size. For example, Bluestreak is a Datsun 280 ZX sports car Ranger/Warrior who gets a result of 14 for his strength. Since he is a large character at 10 feet tall, 14 added to 10 gives him a strength result of 24. Some characters change size from one mode to another and might cause some confusion as to which mode takes precedence over the other when determining strength by size. The chart makes it clear what mode strength is derived from.
Mode Combination Precedence
Robot/ Animal Animal
Robot/ Vehicle or Equipment Robot
Animal/ Vehicle or Equipment Animal
Vehicle/ Equipment Vehicle
Crane machines or any other vehicle that has the ability to lift objects off the ground are considered to be quadrupeds and those strength values are listed under a separate chart for the character.
Weight Modifier: See PHB, page 162 about Bigger and Smaller Creatures regarding carrying capacities. These modifier are stacked with modifier rates for Tremendous Strength when applicable.
Size Modifier: This is printed here for easy access and applies as normal. Although there could be non-robot modes that are Tiny or Diminutive, there are no robot modes smaller than the Small category.

Constitution
Transformers are in essence, constructs with intelligence. Constitution for Transformers does not work the same in terms of illnesses as it would for humans. Transformers have metallic structure complications such as rust and computer viruses. Fortitude saves are only necessary when using a spell, spell-like effect or some other means that would directly attack metal such as corrosive ammunition (acids). They are treated as touch attacks because they ignore the target's hardness bonus to AC. Computer viruses and such may require either fortitude or will saves.
Constitution is necessary to determine hit points and CON based skills.

Intelligence
Intelligence scores will not change for transformers with the exception of animals. To determine the intelligence score of a transformer character, take the base animal's intelligence score and subtract 10 or 11 from it to get an even number. That number is applied to an ability score die roll. You may recognize this as the process used in the Savage Species book (that's because it is). The minimum score will always default to a 3 even if a 2 or less results.

Dexterity, Wisdom, and Charisma
In all other regards, rolling up character abilities has not changed nor has the ability point increase every 4 character levels. A transformer can get stronger, 'healthier,' wiser, smarter, more agile, and more charismatic just like flesh creatures.

A special note regarding the original tech specs.
In the original tech specs each transformer had 8 attributes that had a ratings of 1-10. I devised a chart for each robot size that would give a logical D&D score for each tech spec rating. Then I assigned attribute scores according to the tech spec rating for each transformer I created for play testing. The chart for strength can be seen in the D20 Mecha Handbook Modification Notes.
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Re: transformers d20 rpg

Postby Blackstreak » Fri Feb 22, 2008 11:48 am

Motto: ""I'm stronger than I look, but not as strong as I think I am.""
Weapon: Laser Rifle
Races
There are 7 races of Transformers. We can alternatively call them allegiances since Transformers are a race of their own. The seven allegiances are: Autobot, Decepticon, Maximal, Mini-con, Predacon, Quintesson, and Vehicon. They all have their own strengths and weakness but if you are a long time fan of the genre, do we have to get into all of their personality quirks and programming traits?
Probably not, since we know Autobots are good and protect life (but there are exceptions), and Decepticons are evil and want to destroy and conquer (with no exceptions). Maximals are the evolved results of Autobots and Predacons are the evolved results of Decepticons. Paying close attention to the cartoon series, it is important to note that this was considered an upgrade in Cybertronian society. Therefore, Vehicons are clones and thus are in every aspect, constructs as described in the Monster Manual. There are few exceptions where each type of clone is led by a general who is not a clone, therefore not a construct.
Since there are several story lines of which to follow. It should be discouraged to play a Robots In Disguise character inside of a Generation 1 time line. Generation 1 leads into Generation 2 and continues on through the Beast Wars and Beast Machines eras. Players should remain true to the era that is decided on. Generation 1 characters would not be found in Beast Machines, and only referenced to in Beast Wars. Robots In Disguise is a time line of it's own as Armada is. They should remain segregated from all the others and each other as well since they follow their own stories.

Autobots
The Autobots are the original good guys in the Transformer genre. At first they were only land and water vehicles until Omega Supreme, Jetfire and the Aerialbots (just to name a few) came around. Then they expanded into all types of vehicles, animals, and equipment. For the most part, they were land based vehicles that transformed into humanoid robots. Historically, they were created to be slaves to the Quintessons but had fought for and won their freedom. The red faced insignia was the slaves icon while under Quintesson control then it became their 'coat of arms'. For a while, they enjoyed their freedom and times of peace until the Decepticons rose up and forced them to take up arms and defend their home planet.
In the Japanese saga, they are called Cybertronians.
Autobots do not gain any new feats or abilities because of allegiance.

Decepticons
Their origins are not as well known (at least by me) but some believe they came from another world on an expedition of conquest. Others claim they were always amongst the Autobots as a different breed of Transformer and through gladiatorial combat, weeded out the weak ones so that only the strong survived. In this way, the Decepticon empire grew and exploded into world domination. They began as flying vehicles, insects, weapons, and pieces of equipment. Then they created the Constructicons and that began their expansion into all forms of vehicles, animals, etc.
In the Japanese saga, they are called Destrons.
All Decepticons start out with the ability to fly in any mode. The only restrictions to flying are: 1) Animal modes can only fly if the base creature has the means to fly, thereby any flight done must be in robot mode. 2) Equipment modes can not fly except for weapons with Unusual Maneuverability. Flight must be done in robot mode. There were occasions where you see Ravage flying in the sky as if he was running- as far as I'm concerned this was a mistake to meet the needs of the artists.

Maximals
The second technological advancement led Cybertron to reprogram Autobots into Maximals. Due to the core personality programming of the Autobots, Maximals could only take on the animal forms of mammals, rodents, and marsupials. Such animals included fish like whales and birds like the falcon. For the most part, Maximals consisted of the peaceful but ferocious animals.
In the Japanese saga, they share the Cybertronian name of the Autobots.

Mini-cons
A race of their own, these little guys are responsible for the hard labor of constructing Cybertron into what it is. That is, according to the Armada saga. They have no intention but to live peaceful lives going about their normal duties. That is, until the Decepticons discovered that there is more than meets the eye with them. They have the ability to unlock hidden potential in any robot that it is reprogrammed to.
Mini-cons are similar to micromasters in that they utilized a mixture of Powermaster and Targetmaster capabilities. They have the special abilities of unlocking secret reserves in it's binary bonded master when attached. To create a mini-con, create a normal vehicle mode transformer that is Small sized and equip it with body mounted equipment and a mounting post that is used to attach to the larger robot. Through this post, electrical hook ups unlock special powers in the larger robot. The only weapons these guys carried were the weapons they would normally be equipped with if they were military vehicles. Mini-cons are a true form of Familiar as described in the Wizard and Sorcerer class descriptions once they were formatted to an individual.
In one of the second season Generation 1 episodes, mini-cons were referenced by Megatron.

Predacons
The Predacons were reformatted Decepticons, or rather the ones who were not sentenced and imprisoned as criminals. They took animal forms of dinosaurs, insects, crustaceans, and arachnids. They were restricted to these animal forms because of the compatibility with their core programming. These animals were the aggressive and scarier ones. These are not to be mistaken for the original 5-member Decepticon team who merged together to form Predaking
In the Japanese saga they share the Destron name of the Decepticons.

Quintessons
Although not true Transformers, the Quintessons were creatures with five faces of death that rotated on a metallic cone body that hovered above the ground on a beam of energy. They had tentacles around their bodies and served as rulers of their home world, Quintessa. There were not many shown within the episodes of Transformers but there were at least six of them. They were in charge of hordes of Sharkticons who served as guards (alligators) and gladiator warriors (sharks).
At one time they once ruled Cybertron until the Autobots rebelled and took back their planet. The Quintessons obviously were forced to flee back to their homeworld. Back on their homeworld, they spend their time passing judgement on innocent victims where the innocent was condemned to the feasting jaws of the Sharkticons. As for the guilty, well, no one was ever found guilty.

Vehicons
In the Beast Machines saga, the last saga of the original Transformers, Cybertron is taken over and all the Sparks of the Transformers are stolen and hidden by the successive Megatron (not the same one as the original Walther P-38). To ensure his domination, he created hordes upon hordes of clone warriors varying in vehicles types. Over each type of clone he reformatted a Spark and programmed it to be a general it's respective clone army. These clones were known as Vehicons. They are for all intents and purposes, mindless machines who have no will of their own, only that of Megatron as handed down through their generals.

Sub-groups
Within the Transformers genre are several smaller groups consisting of a few members. These small groups were formed into teams that typically shared the common suffix of the race they belonged to. These sub-groups, did not create a race of their own so much as they served specific purposes for the entirety of the race.
Sub-groups are mentioned here only to encourage the idea that players do not have to be individuals fighting for the cause. As it is, Transformers are diversified when it comes to creating characters and when a group of players form a sub-group that are intimately involved with each other, opportunities for roleplaying are boundless.
When it comes to creating a sub-group, several things have to be taken into consideration. 1) How large of a group is it? If we are looking at only a handful of warriors, it is a sub-group. Dinobots and Stunticons are sub-groups. If we are looking at an entire breed of Transformer, it is a sub-race. The Nebulan -masters would be considered a sub-race for example. 2) Who are they a sub-group to? If they belong to Autobots, they would have a -bot suffix to the core name. If they belong to Decepticons, they have a -con suffix to it. 3) What is their purpose? What do they have in common with each other? Many of the groups names are determined by a special feature which gives them their core name. Constructicons were named that because they were construction vehicles belonging to the Decepticons. Omnibots were named as such because they had unexplored powers and belonged to the Autobots.
There is a huge difference between the team Predacons, and the allegiance of Predacons. Here are some examples of pre-existing sub-groups: Dinobots, Omnibots, Protectobots, Aerialbots, Technobots, Seacons, Constructicons, Predacons, Stunticons, Combaticons, Terrorcons, and Horrorcons.
All of these sub-groups gain in base attack and saving throw bonuses according to the class that they choose on an individual basis. These are not classes themselves, they are “club memberships” that give bonuses and hindrances to the characters as if they were modes. Every sub-group gains two features that can be decided upon by the players and the DM. These features can range from extra feats, extra weapons, higher ability scores, racial skill bonuses, or a special power that can be used while combined (if the gestalt option is used by the team).

Duocons
Shockwave liked to experiment with several methods of improving upon the Decepticon ranks. He created the Triple Changers and then he experimented with the Duocons. These Decepticon robots have one robot that splits into two separate but autonomous non-robot modes. When the robot split, each half automatically reverts to its respective mode with the typical capabilities and skills of what it transformed into. So far, only vehicles have been seen for the non-robot modes but that doesn't mean players can't chose something else.

Abilities: Dexterity and Intelligence are factors to a Duocon because of the complexity of their transformation. It takes stability of the body and the ability to concentrate even under the most stressful situations. Because of the their agility, they would make good rogues and other similar classes.

Technology Features
The Duocon have a mixture of the Autonomous Extention and Triplechanger feats. Instead of one robot transforming into two other different modes, the robot splits up into two parts, each part converts into two autonomous entities.
The effective size category of the robot mode is the sum total of the two non-robot modes put together in terms of dimensions.
Focused Attacks: Due to their nature, Duocons can use their Dexterity to outmaneuver their opponents in combat. At certain levels, they gain improvements to flanking opponents exactly as if they were class features.
Level Benefit
1 Flanking bonus even if not directly opposite of each other
5 Dual Strike feat: flanking bonus improves to +4
10 Opponent does not benefit from uncanny dodge v- flanking
15 Flanking bonus improves to +6
20 Opponents lower in level do not benefit from any uncanny dodge capability.

Battlecharger/ Jumpstarter
This sub-group of Transformer has the capability of practically springing from one mode to the other in the blink of an eye. The Autobot versions, the Jumpstarters, are robots who retained their Cybertronic vehicle modes. The Decepticon version, the Battlechargers did not retain their Cybertronic mode.
Battlechargers/ Jumpstarters must have a land or air vehicle mode as it's alternate mode. Any other non-robot mode is not practical for this sub-group due to speed necessities.

Abilities: Dexterity is an attribute that is the most benefit to these kinds of Transformer due to the increased rate of transformation.

Technology Features
Jumpstarting: Transforming for the Jumpstarter is a free action due to the simplicity of the transformation and that it is second nature to them. Normally it is a standard action unless the appropriate feat is purchased.
Cybertronic Form: Vehicle modes retain their original cybertronic design and are thus treated as having the Aerodynamic Feat.

Micromaster
Micromasters were an enhanced level of technology that allowed for smaller, more compact robots. No single micromaster stood taller than a human being. To create a micromaster, just roll a normal transformer character with a robot size category of Small with respective ability scores, weapons, and smaller versions of the available equipment. They transformed into mostly vehicle modes of the same size- Small.
Most micromasters were placed in squads of four where all four shared similar vehicle types or themes. Others formed two-robot team micromasters, 6-member gestalt squads where each pair formed one larger vehicle or a single member micromaster base that had two transformation modes.

Monsterbot/ Firecon
These creature transformers have breath weapons as their special ability.

Triggerbot/ Triggercon
This sub-group of transformer has spring loaded weapons. Regardless of what mode they are in, they have access to and can utilize dual weapons. The weapons are their life, everything else is secondary. Some may even get so focused on their weapons that they would reload ammunition clips before refueling their gas tanks.

Abilities: Dexterity is the biggest factor to a Triggerbot/ Triggercon because they rely heavily on ranged weapons. They are not eager for melee contact with the enemy, that job's for the warriors. They also prefer high Constitution so that they can take punishment as well as dish it out. Skills are not a huge deal to these robots, but they rely on Wisdom based skills the most. In all other regards, the ranger class would be excellent for these characters. Spells would be replaced with the extra feats described below.

Technology Features
Bonus Feats: Triggerbots/ Triggercons start out with Ambidexterity, Dual Weapon Fighting feats like a Ranger. They are not hindered by neither armor nor same weapon size penalties because they are their own armor and the weapons are body mounted. Furthermore, as long as they target the same opponent, they suffer no penalties to attack, otherwise they still suffer -2 against multiple targets. They also get the feat Quick Draw since the weapons are body mounted with a release mechanism that took no time at all to trigger. Triggering the release mechanism to draw the dual weapons is a free action. They also gain the benefits of Universal Gadget feat regarding their weapons only.
Extra Attack: Beginning at Fifth level and every five levels thereafter, these robots gain the advantage of an extra attack per round using their highest attack bonus +1. This extra attack bonus increases by +1 for every five levels gained.

Sub-Races
Sub-races are not the same as a sub-group although they are also limited in number. A sub-race is comprised of robot characters from one race or another, who modified themselves into a totally new breed of robot. They had to physically go through an alteration process in order to become something better, something different. Some examples of pre-existing sub-races are: Pretenders, Headmasters, Targetmasters, Powermasters, and Micromasters.
Notice that later in the book some of these groups are actually listed as Prestige Classes. This is to reflect that there was no reformatting of the character itself. The character retains everything that he ever learned, the skills that he ever had, and the same personality.
Transformers who have been completely reformatted into a different character does not necessarily become a new sub-race. When the Autobots and Decepticons became Maximals and Predacons, new races were created at the cost of the old ones.

Alignment
Autobots and Maximals must be good aligned. Decepticons, Predacons, and Vehicon generals must be evil aligned. Vehicons must be neutral where lawful is only if controlled by good characters, true neutral if not controlled, and chaotic if controlled by evil characters. Minicons are always True Neutral (with a bend towards the good, mind you), until they are reconfigured (binary bonded, you could say) to an Autobot or Decepticon 'master'.
There are very rare special cases regarding alignment. There would never be an 'evil' Autobot nor would there be a 'good' Decepticon. You would find a chaotic neutral Autobot (like Grimlock) and a lawful neutral Decepticon (like the Insecticons). True Neutral exists only in the mini-cons before they are reprogrammed. Some may even think of Cybertronians as True Neutral (they were the civilians who sided with neither Autobot nor Decepticon).

The Character
A transformer character has many consistent qualities that are, instead of put into the class, are given as a member of the transformer race. Among them are hit dice, speed (robot mode), and beginning feats. The other aspects of the character like skill points, attack modifiers, saving throws, etc. are functions of the class.
In this section, we focus on what all transformers will have in common regardless of class, or function.

The Transformation
All transformer characters begin with the ability to transform from one mode to another. Typically the base mode is a humanoid robot mode, but this is not always the case. Alternate Mode, if taken at first level, allows the character to choose an animal as it's base mode instead.
The transformer character begins with a combination of two modes: a humanoid robot mode (or animal mode with Alternate Mode) plus one of the following: vehicle, equipment, or animal mode. The second mode can not duplicate the base form unless there is a third mode involved. For example, a character can't change from one robot form to another robot form unless there is a vehicular, animal or equipment mode between them (like the double spy, Punch/Counterpunch).
Robot mode: This mode is typically a humanoid or human-like form with two legs, two arms, a chest with abdomen (torso), and a head module.
Vehicle mode: This mode entails vehicular forms that are land-based (cars), Aerial (planes), or Water-based (boats).
Animal mode: This mode includes reptiles, mammals, fish, birds, beasts, monsters, non-humanoid creatures, domestic animals and other such creatures. If a character chooses to have an animal mode, the animal chosen is the typical example out of the Monster Manual 1 or 2 and becomes a template called 'the base character'. Use the animal's hit dice as part of it's character level.
Equipment mode: This group includes appliances (radios) and weapons (guns).
Transforming is a standard action for all Transformer characters. A transformer can attempt to transform as a free action but will invoke a Will save (DC 30-character level). If the Will save fails, then the transformer locks up in between modes and may not complete transformation until manually "reset" by a mechanic. More on transforming is explained in the Non-Robot Side of the Character.

Weapon and Armor Proficiencies
Due to their nature both as artificially intelligent robots and as a race in constant war, all transformer characters are proficient with simple weapons, energy pistols and rifles. If there are any others they are listed within the class descriptions.
Transformers are not skilled in using armor because they are their own armor, thus do not suffer penalties for having it. They do suffer armor check penalties in using certain skills as if they were wearing armor or were encumbered because of how heavy they are (averages 2,000 pounds for a medium size transformer). Modifications to this is in swimming where transformers can't float anyways (but they can still take ranks in the skill if they have the swim jets equipment), escape artist and sleight of hand skills require tools of minute manipulation.
Shield proficiency can be bought like a normal feat but no class begins with it.

Wound Points/ Hit Points & Hit Dice
I have adopted the Star Wars system for wound points and hit points. Using D&D hit points does not seem practical when it comes to full blown battle. Weapons in the transformer genre do not do just damage but some have special effects as well. Rolling a critical in the Star Wars tended to be taken much more serious whereas in D&D, the critical was just more damage dealt in one strike without consequences.
Wound points is a reflection of dodging, armor protection, deflection, and other combat effects that wear down the character. If a critical hit is rolled, damage sustained goes straight to hit points and when hit points are depleted, the character just got scrapped. I'm figuring that guns that have a special effect to them will deal out that special effect on a critical, and normal damage on normal to hit rolls. Why is this? If you are a fan of the original cartoon series, you will notice that the character that had weapons of a special effect still dealt damage and every once in a while, you would actually see that special effect being used. Sometimes, this special effect was even used by choice. This can also be done as well.
Wound points is determined by rolling hit dice every time the character reaches a new level. Transformer hit dice are given according to size as described below instead of by class. Each time that a transformer increases in level, roll the respective hit die, add the CON modifier to it and add it to the character's current total. The first character level gets maximum hit points plus the Con modifier.
Robot Size Hit Die Robot Size Hit Die
Small D6 Huge D12
Medium D8 Gargantuan D20
Large D10 Colossal D30
There are special rules for gestalt transformers who get the total sum of wound points of all it's members. If damage is taken and the gestalt splits apart, the remaining amount of hit points are distributed amongst it's comprising members with the torso module taking 50% damage. The appendage modules split the rest evenly amongst themselves.
Hit points is equal to the character's Constitution score and that gets hit only when wound points are depleted to “0” points or when a critical hit is rolled.
Transformers of Gargantuan and Colossal size may benefit from even more hit points because realistically, Metroplex is not going to have 30-some hit points at first level when he stands a mile tall. Now, if he's facing Trypticon, that would be applicable, but against Megatron who is only 32' tall? Metroplex may effectively have 300 hit points. Perhaps a wound point tally per square feet of mass?

Natural Armor, Hardness, and Class Defense
The skin of a transformer serves as natural armor for the character simply because it is metal, not flesh. A transformer never has to wear armor because it is it's own armor. A small transformer's base natural armor is equivalent to plate mail (ac=8). This natural armor acts as a stacking bonus to any natural armor that may all ready exist particularly for those with animal modes.
Since the skin is a metal alloy, a transformer benefits from hardness. Hardness is a function of size and reduces damage sustained in combat. Hardness is treated as 10 points of hardness (as that of iron) per size category (refer to the Hardness chart below). Because Cybertronian technology is superior to earth in just about every way, transformers benefit from double their hardness against any non-transformer attack (which basically amounts to earthling weapons never leaving a scratch).
How do you use them? Natural Armor is a direct contributor to the character's Armor Class. The higher the natural armor, the harder it is to do damage. Hardness reduces the actual amount damage if struck. There are factors involved such as what kind of ammunition was the robot struck by. To begin with, Hardness can not reduce the damage of ranged touch attacks but works great against artillery and ballistic weapons. Go to the weapons section to find out more details about this.
Special Note: An optional ruling for Hardness can be applied where it has no particular effect when transformers are going at it with each other. But when humans or other flesh creatures attack transformers they must deduct the Hardness of the character from damage that is dealt.

Robot Size Natural Hardness Robot Size Natural Hardness
Small +8 5 Huge +15 20
Medium +10 5 Gargantuan +18 30
Large +12 10 Colossal +20 40

Using a class defense for transformers is much the same. It develops as the character gets higher up in levels and the rate of increase is different from class to class. It is a reflection of the transformer physically avoiding damage through dodging, blocking, etc. Remember, the dodge feat is a reflection of the character's focus on dodging whereas class defense is discipline through training and experience.

Special Powers
Within the Transformers genre, there are a few transformers that have the ability to manifest a power. For example, Megatron can interdimensionally lock onto a black hole and draw out anti-matter power through his cannon. Gears can levitate himself on a cloud of compressed air and float down. It is the ability to accomplish what laws of reality say can not occur.
They can only be purchased as a feat when the character is first generated but also at a high cost of energy. Both of the mentioned powers drain the users energy leaving them weak and exhausted. These special powers can range from spells, to spell-like abilities, from natural abilities, to power manifestation. Idealistically, any spell or power within the D20 system can be duplicated by a transformer character (though we have seen few examples of this), and then some that are unique to the transformer genre (which most are).
There is no power that should be given without a price to pay for it. This cost of energy is reflected through the depletion of wound points. Refer to the special powers chapter for more details on what those powers can be and what cost there is to have them.

Speed
Movement is also different because modes and size have to be considered. Transformer movement is a function of robot size (of course), and of mode(s). Robot mode movement is the same for small, medium, and large characters: 30’. Huge is 40', Gargantuan is 50', and a colossal character can walk 60' in a typical round. The DM can even rule that one step equals the given speed and thus can calculate a possibly more accurate speed (Omega Supreme has a huge foot).
If the transformer character has an animal mode, refer to the similar animal in the Monster Manuals for their speed. For vehicular modes, consult the chapter addressing vehicle types and capabilities to determine speed.
Characters that can fly in robot mode has a default fly rate of 90'. There may be other factors that change this such as slow movement or a specified rate on the original tech specs.
Sports cars and most civilian-style land-based vehicles have a standard top speed of 220 mph. The individual speed may vary according to type of vehicle. For example, a Bronco 4x4 vehicle would only grant a top speed of 60 mph. Going faster would put the engine under stress and may cause it to break down.

Feats
Feats are gained at a rate of 1 for every 3 character levels like normal flesh characters. Transformers have access to all of the feats and skills in the D&D and Star Wars modules except Force related and magic related feats and skills as described in the respective chapters.
Another feature that is unique to Transformers is that feats are broken up into Animal, General, Robotic, Weapon, and Vehicular categories. Mode features give players a list of feats to choose from that is relevant to the mode.

The Non-Robot Side of the Character
This section will describe the common functions, skills, and feats of Transformers with the same or similar modes. Vehicular and animal mode transformers are sized according to their non-robot mode as a rule. A character can be generated where the size of the robot takes precedence but this is mostly the case for Micromasters, Mini-cons, and Miniature Spies. They would require taking one of the size changing feats when changing from one mode to another in order to properly fit into the non-robot mode size. Size restrictions will only apply to mini-cons, micromasters, and miniature spies.
When a character is rolled up, the beginning mode is humanoid with an alternate mode chosen from below. Simply pick the kind of vehicular, animal, or equipment mode desirable for your character and give them class levels.
Each mode type is given five main descriptions: Size Category, Abilities, Mode Skills, Mode Features, and Accessory Packet. Abilities describes which of the abilities are best utilized by that type of mode. Mode Skills are similar to class skills except they are based off of the non-robot mode. These skills become class skills regardless of what class the character takes because they are inherent to the mode. Mode Features gives a series of proficiencies, feats, and other abilities native to that mode and are incorporated into the character being created. Accessory Packets describes any mode related accessories that come with character free of charge. If this is not listed, than there is none available for that mode.
Animals, Vehicles, and objects that are taken are understood to be the typical example. The transformer takes on the characteristics and qualities of that vehicle. The only exception to this is rust. Transformers as a race are inherently immune to rust unless it is picked as a weakness.
Fuel efficiency and capacity: All vehicles have a fuel efficiency marked in miles per gallon. These rates are different from one vehicle to the next as are the ranges. Ranges are given that when a vehicle reaches “x” amount of miles, they are at exactly half tank of fuel with just enough to get back to base without refueling. Fuel tank capacity is constant to the robot character regardless of modes and classes. If one vehicle mode offers a larger fuel tank and/or fuel efficiency, the larger one overlaps the smaller one. These limitations can be applied to animal and equipment modes. In the case of multiple non-robot modes that involve vehicles, it is still applied.

Aircraft Vehicle
Aircraft vehicles include any vehicle that can fly in the air with or without the use of wings. It encompasses two levels of flight- atmospheric flight and space flight. Typically the atmospheric capabilities are determined when first created when the type of ship is decided upon. Any craft that can fly in space can at least minimally fly in atmospheric pressure (it does not necessarily mean they have good maneuverability). Atmospheric aircraft do not have the capacity to achieve orbit let alone function in the recesses of space.
There are also different kinds of aircraft such as Military, Hovercraft, and Civilian. Typically, only starships and military vehicles will have armaments on their aircraft mode. Special abilities according to these differences of modes have been taken into account in the features section.
Military vehicles may only be chosen if Military Vehicle feat is taken at first level.

Size Categories
Because of the size of aircrafts, the smallest size category available to an Aircraft vehicle transformer character is Large. There are only two exceptions to this. One is the micromasters who can not be any larger than a small size (see land-based vehicles for details). The other exception is the miniature spies who must have Reverse Mass Morph (they shrink down in size to become a medium-sized robot). Pontoons, gliders, and two-person planes are examples of ships that are Large. Jet fighters (F-14, Phantom), space fighters and helicopters are examples of Huge sized aircraft. Commercial Airliners (747's), B-1 Bombers, etc. are Gargantuan. Any other ship, Space Shuttles, Capital ships, Space Stations, etc, may have to be determined off of the Star Wars Ship size charts.

Abilities: Dexterity is the key factor for aircraft vehicles for aerial maneuvers and ranged attacks with missiles. Strength is an attribute helpful to the aircraft character because of the air pressure they must undergo at great heights. They will tend to be stronger based on this reason alone. Wisdom is necessary for using radar, sonar and other detection type devices.

Mode Skills: Atmospheric- Intuit Direction (Wis), Space- Astrogate (Int), Both- Navigate (Int), and Pilot (Dex).

Mode Features
Regardless of type, the aircraft character begins play with the Spacer feat which adds a +2 competency bonus to Astrogate and Pilot skills.
Flight: All transformers who have an aerial mode can fly in robot and aircraft mode. Normally, flight must be purchased as a special power in any non-robot or non-aerial mode (except for animal modes that have wings). To do this usually alters the mode in some way to compensate for the added ability. This however, does not give them the ability to hover. That must be purchased separately as a feat.
Atmospheric transformers gain a +6 competency bonus to all jump checks because of their thrusters while they are in robot or animal mode. This may seem redundant, or idiotic when you can fly instead of jumping. However, think of those times when the ceiling doesn't allow for flight!
Starship transformers were designed to operate in zero-gravity surroundings. They do not suffer a penalty to actions while in low or no gravity environments. They are at home in space and know how to compensate for it.
Military Aerial transformers begin play knowing Exotic Firearms because of the mounted turrets, bomb hatches, rocket launchers, and missile racks that are typically installed on such vehicles.

Accessory Packet
Military- Radar Scanner
Ejection Seat

Animal
The animal class is a character that takes any animal, beast, or monster described in the monster manuals (it then becomes the base-creature). The creature then becomes a template that stacks onto a character class.
Templates as defined by the Monster Manuals are not usable by Transformer characters because they are not original base-creature stats. Fantasy creatures like beholders and displacer beasts should be discouraged (as there are no such creatures in the genre). It wasn't until the Monster Pretenders and other such characters came out that fantastical monsters were even used.
Ability scores for animals can be determined through two ways. The first method is to use the given stats for the animal The second method is to follow the process described in the Savage Species, pg.14 where you add rolled results to a modifier. The modifier is the given stat minus 10 or 11 with either a positive or negative number. Prehistoric animals usually have a 1 or 2 for an intelligence score.

Size Categories
The size of the transformer character is set at the size of the animal mode as noted in the creature description.

Abilities: Ability scores are predetermined by the animal as described in the Monster Manuals. If any one ability sticks out as more important than another, it is determined by class, not by animal.

Mode Skills: Each animal entry includes a set of skills that the animal has. These skills become class skills to the character just like any other mode skill. Regardless of class, ranks for these skills are bought at one point per rank. This basically overlaps any cross-class skills that are applicable.

Mode Features
Bonus feats: The feats listed for the animal becomes the characters beginning feats in addition to what they get from the character class and as a beginning character. If there are duplicate feats in the character class and animal, the animal feat overlaps the character class feat.

Special Notes:
Some animals have feats like Swallow Whole. Because transformers don't have a stomach per se, Swallow Whole feat, or anything else like it is replaced with another feat of the player's choice.
All transformers are understood to have a robot mode at creation, but this is not always the case. A transformer can begin play as an animal with no robotic mode. They have to choose either a vehicle mode, or an equipment mode as their alternate form. To do this requires the Alternate Mode feat at first level.
Animal transformers that do no have a robotic mode cannot speak a language unless they spend a feat slot towards speaking a language. They can communicate in the normal method of their animal mode, and they can understand what is said when spoken to just like normal animals.
There are some animals that don't have descriptions in the D20 system. Some of them can be derived from other similar animals. Snarl is an example of this where the Stegosaurus is based off of the Ankylosaurus.

Equipment
This class encompasses objects that typically lack their own means of mobility. This does not include boats such as kayaks, canoes, rafts, etc. This includes electronics such as radios, cassettes, cassette decks, microscopes and weapons like the Walther P-38 and laser cannons.

Size Categories
Transformation modes that are electronic pieces of equipment or are weapons fall into 2 groupings: Human-scale, and Transformer-scale. All transformer characters begin with the transformer-scale sizing. When the character is in it's equipment mode, he is of the typical size for that item on the transformer-scale. The human-scale size can be bought with the Mass Morph feat. The transformer-scale is 2 size categories larger than it's human-scale counterpart. To illustrate this, Megatron transforms into a Walther P-38 that can be comfortably used by Soundwave. He is in transformer-scale Small Weapon. If a human were to use him in this scale, Megatron is effectively a human-scale Large Weapon. The human has to use two hands to wield him. If Megatron transformed down to human-scale, the same human can wield him with one hand (because he is a human-scale Small Weapon). But a transformer would wield him as a transformer-scale diminutive.
Note: For cassette decks and radios w/ cassette decks, ejecting a cassette minion requires a standard if ejecting one henchbot. It requires a full round action to eject upto to maximum of 4 in one round. Both ways provoke an attack of opportunity unless a Concentration check (DC 15) is successfully made. If an attack of opportunity is provoked and damage is sustained, the Concentration check is 10 + amount of damage dealt. If the check fails, the ejection can not be done this round. Both can be avoided by taking a 5-foot step away from any opponents (unless they have more than 10' of reach).
Cassettes fall into the same category as mini-cons, miniatures, and micromasters. Their cassette mode will determine the size of their robot mode. If they have an alternate mode instead, that mode remains the same size and the character gains Reverse Mass Morph as a mode feature. The transformer size for a cassette is medium. Cassette characters can utilize the ejection velocity of the player they are inserted into to jump out. This is quite handy as cassettes are immobile.
Weapon size categories definition: Weapons come in different sizes just like the robots. Pistols are Small weapons that can be wielded one handed but not two handed. Handguns are Medium sized weapons that can be wielded one or two handed. Rifles are Large weapons that must be wielded by two hands unless they have the Monkey Grip or similar feat. Cannons are Huge weapons that must be wielded two handed regardless of the Monkey Grip feat or take up a body slot for mounting. Launchers and Batteries are Gargantuan and Colossal sized weapons respectively that require a mounting slot to be effectively used (the robot also has to be at least huge in size). The exception to these rules is of course that the transformer character is the same size category as the weapon. A colossal robot can wield a colossal battery one or two handed (it would not in this case be considered a battery for that robot).
All of the terms described are for gaming function only. It is quite possible to refer to a large sized weapon as a cannon for example. Nothing stops the player from doing such a thing, however, it does not mean that the weapon gives the same result as that of a cannon.

Abilities: These transformers tend to be stronger of mind and body. Wisdom, Intelligence and Charisma will benefit them as they tend towards becoming the leaders and elite fighters. Strength is well developed and proves useful if having to defend position of authority.

Mode Skills:
Weapons- Balance (Dex), Concentration (Con), and Spot (Wis).
Electronics- Pick any 3 skills that are relevant to the mode chosen. Here are some suggestions:
Cassette Decks & Radios- Computer Use (Int)
Decipher Script (Int)
Entertain (Cha)
Cassettes- Computer Use (Int)
Gather Information (Int)
Move Silent (Dex)
Research (Int)
Microscopes- Craft (Electronics)(Int)
Knowledge skills (Int)
Profession (Computer Programmer)(Int)

Mode Features
Both:
Immobile: Equipment transformers do not have the ability to move themselves while in their equipment mode. However, this does not restrict the player from purchasing the Unusual Maneuverability Feat which effectively gives the transformer thrusters. Weapons can not fire themselves unless they have the Self Manipulation feat.

Weapons:
The weapon equipment character is automatically proficient in the appropriate weapon feat of what they are.
A weapon character begins with the Point Blank Shot feat or Weapon Focus as ranged weapon. Melee weapon transformers can take only Weapon Focus. In addition to this, they can also impart that feat onto any character that wields them while in weapon mode.

Electronics:
Electronics may include appliances such as refrigerators and microwave ovens. However, this is where it gets ridiculous. Appliance transformers, as of yet having no appearance anywhere within the genre, is therefore left up to the discretion of your own DM.
As for the rest of the electronics such as the cassette decks and cassettes, microscopes and radios, they may pick two feats from the Electronic group or from the following list out of the General group: Alertness, Attentive, Educated, Mass Morph, Multicultural, Reverse Mass Morph, Sharp-Eyed, and Studious.

Accessory Packet
Electronics: Microscope- Electron microscope (Because they are one)
Camera- Flash Cube
Communications Devices- AM/FM Radio

Land-based Vehicle
The land-based vehicle class encompasses all cars, trucks, military vehicles and motorcycles. If they travel on wheels or have treads, it is a land-based vehicle.
Military vehicles may only be chosen if Military Vehicle feat is taken at first level.

Size categories
Snowmobiles and some motorcycles are Small size. Compact cars and larger motorcycles are Medium size. Sedans, sports cars, station wagons, etc. are Large. SUV's, pick-up trucks, construction trucks, 18-wheeler semi's, etc. are Large or Huge. Tanks, missile launchers and other similar military vehicles, car carriers or other semi's where both components form one robot are Huge. There are not many land-based vehicles that get much larger to qualify for Gargantuan or Colossal size.
The only exception to size categories for any mode-based class is the micromasters and mini-cons. Regardless of what their mode of transformation is, they will always be only small size and it applies to all modes. They can not have the Mass Morph feat. However, they can use equipment that transforms between modes of larger sizes. Micromasters can also utilize the gestalt features to create a robot that gets no bigger than large- unless there are 12 of them merging together.

Abilities: Dexterity is the key factor for land-based vehicles in dodging, swerving, and generally getting through traffic. Add a high constitution score and you get a character that can take more damage as well as resist against rust agents and other chemicals.

Mode Skills: Civilian and Sports cars- Drive (Dex), Jump (Str), and Pilot (Dex)
Construction- Drive (Dex), Craft- Structural (Int), and Knowledge (Architecture & Engineering (Int)
Military Vehicles- Drive (Dex), Knowledge- Military Tactics (Int), and Pilot (Dex)

Mode Features
Civilian and sports car vehicle characters get the Vehicle Expert which adds a +2 competency bonus to Drive and Pilot skills and Vehicle Dodge. The two feats is a reflection of their ability to swerve and avoid traffic. These bonuses can be applied to combat in some of the other modes if appropriate.
Construction vehicles are just too heavy to be able to maneuver like smaller vehicles. Although they benefit from the Vehicle Expert feat, they can't use Vehicle Dodge. Instead, they gain the Builder feat that can apply to a construction trade or science.
Military land-based vehicles are proficient in using any one from the following list according to the type of weapon that they are most likely to be equipped with- Weapon Group: Energy Blasters, Weapon Group: Energy Rifles, Advanced Firearms, Exotic Firearms or Heavy Weapons. They also get Lock-on Target as a reflection of their targeting arrays in using those mounted weapons.

Accessory Packet
Civilian- Mercury Headlights

Water-based Vehicles
Water-based vehicles are boats, ski jets, etc. that can only operate in water. They range from personal ski jets to battleships and aircraft carriers. The only restriction to boats are those that have a motor. Canoes, rafts, kayaks, and the like are not permitted because they have no ability to move by themselves. The same rules for Micromasters apply for water-based vehicles in regards to size and equipment usage.
Military vehicles may only be chosen if Military Vehicle feat is taken at first level.

Size categories
Ski jets and similar one-man boats are Small Size. Speedboats can be Medium to Large Sized. Yachts, Coastguard patrol ships, etc. are Huge sized ships. Casino boats, submarines, battleships, and smaller military vessels are Gargantuan size. Colossal size ships include Cruise liners, Aircraft carriers, and the larger military vessels.

Abilities: Constitution is the key ability for seafaring vehicles for the necessity of resisting chemicals such as salt water and rust caused from contact with water. Strength is a huge benefit to water-based vehicles especially if they have skills and feats that focus on fighting.

Mode Skills: Intuit Direction (Wis), Navigate (Int), Pilot (Dex), and Swim (Str).

Mode Features
Military water-based Vehicles are proficient with Exotic Firearms due to the use of turrets, cannons and other such anti-vehicle weapons. They are also equipped with radar, sonar and communications equipment.
Flatfooted: The down side to being a boat character is that all ships that are Huge, Gargantuan, or Colossal, with the exception of submarines, lose their dexterity bonus to AC while in Water-based vehicle mode. They are considered to always be flatfooted while in boat mode. Submarines gain 1/2 Dex bonus to AC while in boat mode.
Increased Hardness: To compensate for the lack of dexterity to armor class, boat vehicles in the listed size categories gain a bonus to their hardness equal to their Con modifier. This is not the same as Improved or Advanced hardness but it does stack with those feats.
Water vehicle characters begin play with the Endurance feat which also increases fuel capacity for the longer stays out in the middle of the ocean. They also get the Communications feat and Far Shot when using ranged firearms and energy weapons regardless of prerequisites.

Accessory Packet
Radar Scanner
Sonar Scanner

Classes
Transformer functions are broken down into five classes: Covert, Leader, Relay, Scientist, and Warrior. Each of these is a transformer class but transformer characters are not restricted to just using these. A transformer can also use Expert, Warrior, Barbarian (there is a Decepticon who would use this), Fighter (Soldier is more appropriate), Monk (Optimus Primal), Paladin (Beast Wars Silverbolt w/out magic), Ranger (no magic), Rogue (or Scoundrel), Fringer, and Scout. Any of the D20 Modern classes might work as well since they are based off of the abilities.
At the end of each entry is a Function Title. Each class has a list of functions from the original tech specs that fall into that class. Some might be listed in multiple classes to reflect that there are several ways that a character could be generated (see the special note).
Special Note: In the Transformer universe, transformer characters were given functions to describe generally what their purpose was. This function was detailed more by what skills and feats the character emphasized rather than the class. For example, Optimus Prime's function was that of Leader, but he was an established fighter, too. Optimus Prime could be given the Warrior, Fighter, or Soldier class with skills and feats that centered around leadership (he would have the Leadership feat). The DM and player can talk together and create mixtures of the two where a warrior's class skills would be more roguish oriented. Optimus Primal in Beast Machines would be a Warrior class with Monk class skills and saves. The possibilities are endless, it is just a matter of how it gets pieced together.

Commander
The commander is the one character who stands above the others in being able to discern and make judgments. It is on their shoulders to give the commands, serve as an inspiration to the troops, and take responsibility for the overall morale. For some it is not an easy burden to bare but it must be done. For others, it is the ambition of their life. Examples of Commanders are Optimus Prime, Megatron, Starscream, and any sub-group team leader.
Commanders have a high attack rating as well as the highest saving throw bonuses of all the classes which makes them resilient to attacks of all kinds as well as capable of dishing it out. They are also the only class that benefits from higher hardness ratings and damage reduction at higher levels.
Option: Not every leader has to have the commander class. They can take just about any class but swap out one feature for the Leadership feat (no prerequisites).

Abilities: Because of their role, commanders benefit the most from Charisma and Wisdom. Many of the skills of a leader rely on these abilities and serve as the backbone of every successful leader. Strength and Intelligence are key factors as well in regards to knowledge and fighting abilities.

Class Skills: The class skills of the transformer commander are the following: Bluff (Cha), Computer Use (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge Skills (taken individually) (Int), Listen (Wis), Navigate (Int), Pilot (Dex), Search (Int), Sense Motive (Wis), and Spot (Wis).
Skill Points at First level: (6 + Int modifier) x4
Skill Points at each additional level: 6 + Int modifier

Class Features
Being the ones in command, they have to be the most prepared. They have additional training in the use of martial weapons.
Bonus Feats: As someone responsible for troops, Commanders begin play with the Alertness and Leadership feat. This reflects their constant watch for enemy activities and attacks while commanding their own troops.
At second level, Commanders gain the Improved Initiative feat being that they are required to be the first into combat (unless beat out by the more rambunctious warriors) and typically the last one to leave.
Improved Hardness: When the commander reaches fifth level they have gained enough battle scars and have learned how to protect against at least one type of attack.
Cybertronian Damage Reduction: Commanders at tenth level can now shrug off damage sustained as a reflection of skill, persistence, and resilience. This reduction applies to all types of attacks.
The Commander increases base attack and saving throw bonuses according to the following chart:

Level Base Attack Defense Fort Ref Will Special
1 +1 +4 +2 +2 +2 Leadership, Alertness
2 +2 +5 +3 +3 +3 Improved Initiative
3 +3 +5 +3 +3 +3
4 +4 +6 +4 +4 +4
5 +5 +6 +4 +4 +4 Improved Hardness
6 +6/+1 +7 +5 +5 +5
7 +7/+2 +7 +5 +5 +5
8 +8/+3 +8 +6 +6 +6
9 +9/+4 +8 +6 +6 +6
10 +10/+5 +9 +7 +7 +7 Cybertronian Damage Reduction
11 +11/+6/+1 +9 +7 +7 +7
12 +12/+7/+2 +10 +8 +8 +8
13 +13/+8/+3 +10 +8 +8 +8
14 +14/+9/+4 +11 +9 +9 +9
15 +15/+10/+5 +11 +9 +9 +9
16 +16/+11/+6/+1 +12 +10 +10 +10
17 +17/+12/+7/+2 +12 +10 +10 +10
18 +18/+13/+8/+3 +13 +11 +11 +11
19 +19/+14/+9/+4 +13 +11 +11 +11
20 +20/+15/+10/+5 +14 +12 +12 +12

Function Titles
The Commander titles are:

Title Title
Aerial Assault Commander Leader
Aerospace Commander Lieutenant Commander
Air Commander Military Strategist
Air Warfare Strategist Naval Defense
City Commander Protector
Defensive Strategist (Team) Commander
Field Commander Weapon Supervisor
Ground Assault Commander
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Alt Mode: Datsun 280 ZX or Dodge Viper
Strength: 5
Intelligence: 5
Speed: 9
Endurance: 7
Rank: 5
Courage: 9
Firepower: 9
Skill: 8

Re: transformers d20 rpg

Postby Blackstreak » Fri Feb 22, 2008 11:55 am

Motto: ""I'm stronger than I look, but not as strong as I think I am.""
Weapon: Laser Rifle
Mechanic
The mechanic is to a transformer as a doctor is to a human. Mechanics are the doctors, repairmen, and engineers of the transformer race. They take on themselves to design and construct as well as keep their fellow robots is top working order. Every once in a while there will one who acts as the surgeon of the group who is responsible for the more crucial repair work. Some are just as inclined to fight as the warriors, others are not so inclined.

Abilities: Intelligence is the key attribute for a mechanic due to the skills of repairing and building. They do not tend to favor any other attribute although Charisma would help in convincing the more stubborn transformers to get a check up before breakdowns set in.

Class Skills: The skills of a mechanic center around the ability to construct and repair. These skills include Computer Use (Int), any Craft (Int), Knowledge- Architecture & Engineering, any of the Physical Sciences, Technology (Int), Profession- Computer Programmer, Droid Programmer, Mechanic (Doctor), Siege Engineer (Int), and Sleight of Hand (Dex).
Skill Points at First level: (8 + Int modifier) x4
Skill Points at each additional level: 8 + Int modifier

Class Features
Mechanics have no additional training with weapons as they are encouraged to stay behind frontlines.
Similar to the Scientist class, Mechanics are inclined towards developing skills. In addition to the normal feats, they gain bonus feats starting at first level, another at third level then one more every four levels thereafter. Bonus feats can be picked from the following list only: Builder, Cautious, Educated, Jack of All Trades, Medical Expert, Sharp-Eyed, Surgery.
At fifth level and every fourth level thereafter they gain a skill emphasis that can be applied to a class skill.
The mechanic increases base attack and saving throw bonuses according to the following chart:

Level Base Attack Defense Fort Ref Will Special
1 +0 +0 +0 +0 +2 Bonus Feat
2 +1 +1 +1 +0 +2
3 +1 +1 +2 +1 +3 Bonus feat
4 +2 +1 +2 +1 +3
5 +2 +2 +3 +1 +4 Skill Emphasis
6 +3 +2 +3 +2 +4
7 +3 +2 +4 +2 +5 Bonus feat
8 +4 +3 +4 +2 +5
9 +4 +3 +5 +3 +6 Skill Emphasis
10 +5 +3 +5 +3 +6
11 +5 +4 +6 +3 +7 Bonus feat
12 +6/+1 +4 +6 +4 +7
13 +6/+1 +4 +7 +4 +8 Skill Emphasis
14 +7/+2 +5 +7 +4 +8
15 +7/+2 +5 +8 +5 +9 Bonus feat
16 +8/+3 +5 +8 +5 +9
17 +8/+3 +6 +9 +5 +10 Skill Emphasis
18 +9/+4 +6 +9 +6 +10
19 +9/+4 +6 +10 +6 +11 Bonus feat
20 +10/+5 +7 +10 +6 +11

Function Titles
The Mechanic titles are:

Title Title
Architect Mechanical Engineer
Construction Engineer Mining & Salvage
Computer Programmer Theoritician
Maintenance Undersea Excavations
Materials Fabrication

Recon
Recon characters literally live on the edge as they are responsible for finding new fuel resources, scout out unfamiliar territory, infiltrate enemy outposts for multiple reasons, and keep watch out for those who would infiltrate their own base. Infiltrating outposts may be required for espionage, recovering captured companions, or for causing havoc like sabotage. These characters take into their hands the jobs that most others would refuse to do.
Options: This class is a mixture of Scout and Scoundrel classes.

Abilities: Recon characters rely on several abilities to see their job is completed. Intelligence and Dexterity are the primary attributes as well as Wisdom and Charisma.

Class Skills: The class skills for recon characters are the following- Bluff (Cha), Computer Use (Int), Craft (Int), Demolitions (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Int), Hide (Dex), Knowledge- taken individually (Int), Listen (Wis), Move Silent (Dex), Search (Int), Spot (Wis), Survival (Wis), and Tumble (Dex).
Whenever a Craft, Knowledge, or Profession is taken, the skill should be specific to what the character can do. For example, a Sharpshooter would have the Knowledge (Military Tactics) skill to find the best possible position for sniping.
Skill Points at First level: (6 + Int modifier) x4
Skill Points at each additional level: 6 + Int modifier

Class Features
A recon agent has no additional training in weapons because they are more skill oriented. Combat is not the first option as they are preferring to do things undercover and without being discovered.
At first level, recons get to choose to either be a trailblazer (scout) or tracker (ranger) type character. The difference is that the trailblazer scouts out unfamiliar territory while the tracker finds enemy targets.
Trailblazing: The scout-type recon is skilled at finding the shortest, fastest route through unfamiliar or obstructed territory. With a successful Survival check, time can be reduced by 25%. If the recon is part of a group, the Survival check is reduced by -2 for each three members beyong the initial three. The recon can take 10 on this skill but not 20 (Skill Mastery can actually cancel this out at 15th level). This ability can be applied to planetary travel or intergalactic space travel.
Tracking: Same as the ranger ability, tracking is described in the PHB of D&D.
Uncanny Dodge: At third level, the recon gains the extraordinary ability to react to danger. They retain their Dex bonus to AC even if caught flat-footed, however, it does not prevent flanking.
Improved Uncanny Dodge: At tenth level, the recon character develops the ability to not be flanked can also prevent sneak attack damage.
Skill Emphasis: Starting at fourth level and every three levels after, the recon character gains skill emphasis that adds +3 to the skill check . This feat is applied to a class skill each time and no skill may be taken twice or more.
Sneak Attack: When the recon attains fifth level, if they can catch an opponent without a Dex bonus to AC, they can deal additional damage with their weapon. This follows all of the same rules for sneak attacks. At 14th level the damage increases to +4D6.
Skill Mastery: At 15th and 20th level, a covert agent is confident about their skills and employs a skill mastery that applies to a number of skills equal to it's Int modifier with a of minimum of 1 skill. The skill must be a class skill and allows the agent to take 10 on a skill even under distracting and stressful situations.
The recon character increases in base attack and saving throw bonuses as listed in the following chart:

Level Base Attack Defense Fort Ref Will Special
1 +0 +3 +0 +2 +0 Trailblazing or Tracking
2 +1 +4 +1 +3 +0 Uncanny Dodge
3 +2 +4 +1 +3 +1
4 +3 +4 +2 +4 +1 Skill Emphasis
5 +3 +5 +2 +4 +1 Sneak Attack +2D6
6 +4 +5 +3 +5 +2 Improved Uncanny Dodge
7 +5 +6 +3 +5 +2 Skill Emphasis
8 +6/+1 +6 +4 +6 +2
9 +6/+1 +6 +4 +6 +3
10 +7/+2 +7 +5 +7 +3 Skill Emphasis
11 +8/+3 +7 +5 +7 +3
12 +9/+4 +8 +6 +8 +4 Skill Emphasis
13 +9/+4 +8 +6 +8 +4
14 +10/+5 +8 +7 +9 +4 Sneak Attack +4D6
15 +11/+6/+1 +9 +7 +9 +5 Skill Mastery, Skill Emphasis
16 +12/+7/+2 +9 +8 +10 +5
17 +12/+7/+2 +10 +8 +10 +5
18 +13/+8/+3 +10 +9 +11 +6 Skill Emphasis
19 +14/+9/+4 +10 +9 +11 +6
20 +15/+10/+5 +11 +10 +12 +6 Skill Mastery

Function Titles
The Recon titles are:

Title Title
Counter-Intelligence Reconnaissance
Double Agent Saboteur
Espionage Scout
Espionage Director Sharpshooter
Fuel Scout Special Operations Agent
Infiltrator Tracker
Lookout Undersea Reconnaissance

Relay
There are two responsibilities of the Relay character: the transportation of materials, troops, and maintaining supply and communication lines. The majority of these transformers are electronic pieces of equipment and transport-type vehicles, however there are also animal characters in this class as well. These robots are the backbone of just about every operation's success.

Abilities: Intelligence and Wisdom are key factors for the Relay character because they have to know where to go and what to look for. They also have to know what they are doing and make decisions that will affect their companions. Constitution is useful for communications experts to recognize valuable broadcasts. Dexterity is helpful to transportation characters to get their cargo back to base safely.

Class Skills: The nature of these robots is to transport goods whether it's fuel, information, or troops. They have these skills at their disposal. Astrogate(Int), Computer Use (Int), Forgery (Int), Gather Information (Cha), Investigate (Int), Listen (Wis), Navigate (Int), Pilot (Dex), Research (Int), Speak Language (Int), and Survival (Wis).
Skill Points at First level: (4 + Int modifier) x4
Skill Points at each additional level: 4 + Int modifier

Class Features
Relay characters have no additional proficiencies with weapons. They are more concerned with keeping up communication and supply lines.
Being a class that is not so combat oriented, Relay characters get to pick bonus feats like the warrior class except their list to pick from is different. They get one starting at every even numbered level. The list is as follows: Alertness, Athletic, Attentive, Brawl, Dash, Focused, Guide, Improved Brawl, Improved Vision, Close-quarters Fighting, Improved Flight, Improved Peripheral Vision, Improved Swimming, Stealthy, Superior Speed, and Wingover.
The relay character increases in base attack and saving throw bonuses as listed in the following chart:

Level Base Attack Defense Fort Ref Will Special
1 +0 +3 +0 +2 +0
2 +1 +4 +0 +3 +1 Bonus feat
3 +2 +4 +1 +3 +1
4 +2 +4 +1 +4 +2 Bonus feat
5 +3 +5 +1 +4 +2
6 +3 +5 +2 +5 +3 Bonus feat
7 +4 +6 +2 +5 +3
8 +4 +6 +2 +6 +4 Bonus feat
9 +5 +6 +3 +6 +4
10 +5 +7 +3 +7 +5 Bonus feat
11 +6/+1 +7 +3 +7 +5
12 +6/+1 +8 +4 +8 +6 Bonus feat
13 +7/+2 +8 +4 +8 +6
14 +7/+2 +8 +4 +9 +7 Bonus feat
15 +8/+3 +9 +5 +9 +7
16 +8/+3 +9 +5 +10 +8 Bonus feat
17 +9/+4 +10 +5 +10 +8
18 +9/+4 +10 +6 +11 +9 Bonus feat
19 +10/+5 +10 +6 +11 +9
20 +10/+5 +11 +6 +12 +10 Bonus feat

Function Titles
The Relay titles are:

Title Title
Audio Correspondent Intelligence Coordinator
Communications Materials Transport
Communications Bay Messenger
Data Collector Military Transport
Data Courier Supply Courier
Data Processor Transport
Fuel Depot Troop Transport
Fueler Video Correspondent

Security
Security personnel have two roles to fulfill in their function. The first one is to protect the innocent lives of those who are around (except for Decepticons- so ignore this part if you're one of them). These characters are also more apt to acquire the appearance of emergency vehicles but is not a class requirement itself (Of course, Decepticons are prohibited from this option). And that job sometimes requires investigating unusual occurrences, finding out what's going on and apprehend any culprits that may be involved.
The second role is that every good military group has a home base that requires protection. Skilled in the use of surveillance systems, and how to neutralize them as well, the security character works closely with the Recon personnel to protect the home base and all of the outposts from infiltration by the enemy.
Options: Fast characters out of the D20 Modern is a great alternative to this class because it is solely based on Dexterity.

Abilities: Security characters find themselves in situations that requires a high level Dexterity in order to respond and react to danger while keeping others from that danger. They also rely on a good Intelligence,Wisdom, and Constitution score to recognize threats and be able to withstand the pressure.

Class Skills: The class skills of security personnel are the following- Balance (Dex), Climb (Str), Escape Artist (Dex), Hide (Dex), Investigate (Int), Knowledge- Criminology, Forensics, Law Officer, Military Tactics, Streetwise (Int), Listen (Wis), Sense Motive (Wis), Speak Language (Int), Spot (Wis), Survival (Wis), and Tumble (Dex).
Skill Points at First level: (6 + Int modifier) x4
Skill Points at each additional level: 6 + Int modifier

Class Features
Weapons are not the main tools to character concerned about the safety of innocents. It is not uncommon for protector characters to have certain utility items as a weapon (such as Inferno who uses a flame suppressant rifle- a.k.a. fire extinguisher). To reflect this, they will have an automatic proficiency with whatever utility item weapon that they have chosen. There is no actual feat for these kinds of weapons, but because they don't necessarily fit in with the other kinds they still incur the normal -4 penalty to attack. A security character, however, can take a proficiency with that item as if it was a weapon.
Autobot Security transformers are the only ones who can take on the identity of an emergency vehicle with the exception of the mechanical surgeon taking on the identity of an ambulance. If an emergency identity is what you want for your character, then pick what kind of emergency identity you want- police, firesquad, or ambulance. They have access to all the typical equipment of that kind of vehicle such as sirens, police band access, fire hoses, surgical tools, etc. This is significant in that when it comes to fulfilling the purpose of that emergency vehicle, they can pull it out without it actually being on the character sheet. Another cool aspect is that these characters also enjoy the benefit of road priority just like emergency vehicles. Decepticons wouldn't give a squat if innocent lives were crushed in their endless pursuit of Autobot destruction.
For those who do not want an emergency identity, simply pick from the list of security feats in the next paragraph.
Starting at third level and every other level there after, protector the security character gains a bonus feat from the following list: Attentive, Cautious, Combat Reflexes, Expert Tactician, Great Fortitude, Heroic Surge, Hold the Line, Improved Damage Threshold, Improved Initiative, Lightning Reflexes, Prone Attack, Sharp-Eyed, and Superior Speed,
Security characters increases in base attack and saving throw bonuses as listed in the following chart:

Level Base Attack Defense Fort Ref Will Special
1 +0 +3 +0 +2 +0 Emergency Identity or Bonus feat
2 +1 +4 +1 +3 +0
3 +1 +4 +1 +3 +1 Bonus feat
4 +2 +4 +2 +4 +1
5 +3 +5 +2 +4 +1 Bonus feat
6 +3 +5 +3 +5 +2
7 +4 +6 +3 +5 +2 Bonus feat
8 +5 +6 +4 +6 +2
9 +5 +6 +4 +6 +3 Bonus feat
10 +6/+1 +7 +5 +7 +3
11 +7/+2 +7 +5 +7 +3 Bonus feat
12 +7/+2 +8 +6 +8 +4
13 +8/+3 +8 +6 +8 +4 Bonus feat
14 +9/+4 +8 +7 +9 +4
15 +9/+4 +9 +7 +9 +5 Bonus feat
16 +10/+5 +9 +8 +10 +5
17 +11/+6 +10 +8 +10 +5 Bonus feat
18 +11/+6 +10 +9 +11 +6
19 +12/+7 +10 +9 +11 +6 Bonus feat
20 +13/+8 +11 +10 +12 +6

Function Titles
Security titles are:

Title Title
Detective Pursuit & Capture
Electronic Surveillance Search & Rescue
Emergency Rescue Security
Enforcer Security Director
Incendiary Damage Control Surveillance
Interrogation

Scientist
The scientist is comprised of those who do laboratory research, invent new gadgets, construct buildings, and they do the repair work. Scientist may be a bit of a deceptive as this class includes the engineers, medics or mechanics, inventors, psychologists, and the explorers as well as including the laboratory scientist who does all the experiments and inventions. They don't have a lot in terms of combat prowess, but they have strong minds. When Optimus Prime wants to preserve resources, he relies on the scientists to find out how. When Optimus needs information about a particular area, he calls on a scientist to explore it and gather as much information about it as possible. The scientist is crucial to surviving in a world that is not designed to accommodate robots.
Option: The scientist can be nothing more than the Expert NPC class described in the DMG but the skills are applied to the craft of modern technology and knowledge skills. The Smart Hero from D20 Modern is also a good option as it focuses on intelligence as the primary attribute.

Abilities: The key ability of the scientist is Intelligence. They must be capable of learning a lot and remembering even more. Dexterity is important for some aspects of the scientist particularly the mechanical and medical aspect of the intricate procedures that they must accomplish.

Class Skills: The class skills of the transformer scientist are the following- Appraise (Int), Computer Use (Int), Craft- taken individually (Int), Knowledge- Architecture and Engineering, Behavioral Sciences, Geography, Life Sciences, Local, Nature, Physical Sciences, Popular Culture, Scholar, Technology (Int), Profession (Wis), Repair (Int), Research (Int), Search (Int), and Survival (Wis).
Skill Points at First level: (8 + Int modifier) x4
Skill Points at each additional level: 8 + Int modifier

Class Features
The transformer scientist is not very well trained in the combat arts. They are given some training to defend themselves because of the war between the sanctions however do not gain any additional skills with weapons.
Beginning at first level, and every other level thereafter, the scientist gains one of the following “science” feats: Builder, Educated, Gearhead. After that, they gain Skill Emphasis that can be applied to any skill within their field of study.
The scientist increases base attack and saving throw bonuses according to the following chart:

Level Base Attack Defense Fort Ref Will Special
1 +0 +0 +0 +0 +2 Science feat
2 +1 +1 +1 +0 +3
3 +1 +1 +2 +1 +3 Science feat
4 +2 +1 +2 +1 +4
5 +2 +2 +3 +1 +4 Science feat
6 +3 +2 +3 +2 +5
7 +3 +2 +4 +2 +5 Skill Emphasis
8 +4 +3 +4 +2 +6
9 +4 +3 +5 +3 +7 Skill Emphasis
10 +5 +3 +5 +3 +7
11 +5 +4 +6 +3 +8 Skill Emphasis
12 +6/+1 +4 +6 +4 +8
13 +6/+1 +4 +7 +4 +9 Skill Emphasis
14 +7/+2 +5 +7 +4 +9
15 +7/+2 +5 +8 +5 +10 Skill Emphasis
16 +8/+3 +5 +8 +5 +10
17 +8/+3 +6 +9 +5 +11 Skill Emphasis
18 +9/+4 +6 +9 +6 +11
19 +9/+4 +6 +10 +6 +12 Skill Emphasis
20 +10/+5 +7 +10 +6 +12

Function Titles
The Scientist titles are:

Title Title
Biomechanical Engineer Medic
Chemist Metallurgist
Cryptologist Scientist
Doctor Surgical Engineer
Geologist Theoritician

Warrior
Not to be confused with the NPC class from the DMG, the Warrior class is what the majority of transformers are. Although every transformer has some fighting skills, it is the warrior that out does them all. In all aspects, this class is basically the altered Fighter class in the PHB and some mixture of the soldier class in the Star Wars module. The Warrior is skilled in the use of weapons and serve as the backbone of any transformer race.
Option: The Strong Hero in D20 Modern could be used in place of the warrior class.

Abilities: Strength is the key ability for the warrior given that their specialty is fighting. Strength contributes to the fighting prowess as Constitution allows them to take more damage. Dexterity is always a good thing for the warrior to avoid getting hit.

Class Skills: The class skills of the transformer warrior are the following- Climb (Str), Craft (Int), Demolitions (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Pilot (Dex), Profession (Wis), Ride (Dex), and Swim (Str).
Skill Points at First level: (2 + Int modifier) x4
Skill Points at each additional level: 2 + Int modifier

Class Features
The transformer warrior is trained in the use of both melee and ranged weapons. They have proficiencies to use martial and exotic weapons as well as Personal and Advanced Firearms.
In addition to what is described below, the warrior can opt out feats from the first 9 levels to gain the talent tree options from the Strong Hero class.
Bonus Feats: The transformer warrior gains an additional feat at first and second level and one at every two levels there after just like the fighter and soldier classes. The feats must be chosen from the same bonus feat list as described in the feats chart.
At 4th level, the warrior can choose to take either the Weapon Specialization or the Weapon Focus Feat as a class feat. The weapon specialization is available to fighters and warriors only.
The warrior increases in base attack and saving throw bonuses as listed in the following chart:

Level Base Attack Defense Fort Ref Will Special
1 +1 +2 +2 +0 +0 Bonus Feat
2 +2 +2 +3 +0 +0 Bonus Feat
3 +3 +3 +3 +1 +1
4 +4 +3 +4 +1 +1 Weapon Focus or Specialization
5 +5 +3 +4 +1 +1
6 +6/+1 +4 +5 +2 +2 Bonus Feat
7 +7/+2 +4 +5 +2 +2
8 +8/+3 +4 +6 +2 +2 Bonus Feat
9 +9/+4 +5 +6 +3 +3
10 +10/+5 +5 +7 +3 +3 Bonus Feat
11 +11/+6/+1 +5 +7 +3 +3
12 +12/+7/+2 +6 +8 +4 +4 Bonus Feat
13 +13/+8/+3 +6 +8 +4 +4
14 +14/+9/+4 +6 +9 +4 +4 Bonus Feat
15 +15/+10/+5 +7 +9 +5 +5
16 +16/+11/+6/+1 +7 +10 +5 +5 Bonus Feat
17 +17/+12/+7/+2 +7 +10 +5 +5
18 +18/+13/+8/+3 +8 +11 +6 +6 Bonus Feat
19 +19/+14/+9/+4 +8 +11 +6 +6
20 +20/+15/+10/+5 +8 +12 +6 +6 Bonus Feat

Function Titles
The Warrior titles are:

Title Title Title
Aerial Assault Cavalier Land & Sea Assault
Aerial Combat Combat Assault Long Range Defense
Aerial Defense Defense Base Mercenary
Aerial Gunner Demolitions Naval Defense
Aerial Warrior Desert Warrior Naval Warfare
Air & Sea Assault Electronic Warfare Psychological Warfare
Air Defense Field Infantry Regional Ground/Air Defense
Air Guardian Firestorm Trooper Reinforcement
Air Support Flamethrower Sentry
Air Warrior Foot Soldier Shock Trooper
Amphibious Assault Gunner Sky Fighter
Assault Base Ground & Air Commando Space Warrior
Assault Sentry Ground Assault S.T.A.G. (Solo Transformer Attack Group)
Assault Team Ground Infantry Super Warrior
Assault Vehicle Ground Troop Support Underwater Demolitions
Assault Vehicle Ground Trooper Undersea Terminator
Assault Warrior Interceptor Undersea Warrior
Battlefield Dissonance Interstellar Assault Warrior
Bombardier Jungle Warrior

Unclassified Function Titles
This details a brief description of functions from the original tech specs that don't seem to fit in any of the above classes.

Archivist- Someone who takes information, data and stores it away as pieces of history.
Diversionary Tactician- Employs certain tactics to distract the enemy from the true goal of a mission. Bluff is the key skill for this character.
Hypnotist- A psychological warrior in one sense by incapacitating opponents through hypnotism.
Military Strategist- Someone who creates tactical plans of attack. Useful for reconnaissance and infiltration missions.
Munitions Expert- An expert on supplying weapons, can also invent new ones.
Survivalist- Someone who is adept at surviving out in the wilds, or unfamiliar territory. Wheelie is a survivalist by having been stranded on Quintessa for who knows how long. Has learned the dangers and how to get around them.
Terrorist- Something of an infiltrator with the purpose of terrorizing locales with bomb threats, and so on.
Thief- A rogue
Translator- Proficient in literally thousands of languages, acts as a mediator for parties unfamiliar with one another's language.

Prestige Classes and Templates
Here is a series of classes available to Transformers that served to enhance what they already were. Some Transformers volunteered to be enhanced, others were forced to do it. This enhancement included an almost complete reformatting and even some restructuring. Either way, once a Transformer character gains a prestige class, they can not return to their former training due to the reformatting. Much like the Paladin and Monk classes, once a prestige class is added, that character can no longer increase levels in the old class. The character then increases levels only in the prestige class according to the description of each class. These bonuses and abilities stack with the original character just like regular characters.
Many of these new classes are results of technology development and designed for specific purposes. Remember, these character retain their old identity while gaining new abilities. They are referred to as sub-races at the same time that they are prestige classes.
Make note that in the original tech specs, many of the transformers who underwent these processes gained and lost in their ability scores. To reflect this alteration in ability scores, roll percentile and consult the following chart.
% Result Effect
1-25 Lose 1D6 points on 1 ability
26-75 No Change
76-85 Subtract 1 point from 1 ability, add it to another ability
86-95 Add 1D6 points to 1 ability
96-100 Roll twice, stack the results

Headmaster
Headmasters were Nebulan and Human counterparts binary bonded to a Transformer character replacing the original head. Although the transformer retained all it's knowledge and skills, it had to download the core personality into a mainframe installed in the torso. There were hindrances as well as benefits to having a human for a head.
The Headmaster counterpart is a complete character of their own as a normal human or nebulan. They gain the Headmaster skills, natural armor and Hardness as if they were a transformer themselves (because of the metal body armor they are bonded to).
The Headmaster transformer is a class that is added onto an already existing character. They retain their original attack and saving throw bonuses just like in multiclassing. Of the Transformer and it's counterpart, who ever has the higher saving throw, that is the one used.

Class Requirements
Mode: Any Non-Equipment Mode and must have been on Nebulan or in contact with someone who knows the technology.

Class Skills: The skills of a Headmaster can vary widely. Pick any ten skills as class skills and they apply to both host and guest.
Skill Points at each level: 4 + Int modifier

Class Features
Vehicle and animal mode Transformers with a Headmaster can not retain robot mode as long as the head is detached and in it's humanoid form. Upon detachment, the robot automatically transforms into it's non-robot mode. Headmasters with multiple non-robot modes can choose which mode they revert to when the headmaster detaches.
Binary Bonding: The incorporation of a Human or Nebulan as a head module several advantages that develop through time. In some ways this symbiotic relationship resembles the relationship between a magic-user and a familiar but there are numerous differences. Each stage of the bonding is described below. Refer to the chart for the level that it is achieved.
Alertness- Due to cooperation necessary in this kind of bonding, both the Transformer and the Headmaster partner gains the Alertness feat. If one or the other already has it, the bonus increase to +3.
Shared skills- Each partner in the relationship retains all of their own skills and knowledge but benefits from a bonus granted by the partner. This sharing of knowledge can be voluntary or forced although the headmaster partner most likely would end up on the short end of the deal. Any shared intelligence-based skills (both counterparts have ranks in the same skill) are used at the highest rank value with a +2 synergy bonus. This bonus exists only as long as the counterpart is attached in robot mode.
Reinforced Will- When combined together, both partners enjoy the same treatment as with some skills- whenever a Will save is required both may make one saving throw at the highest value +2 synergetic. Normally, everyone within an area must make a separate Will save. The headmaster host and guest makes one roll as if they were one creature.
Heightened Reflexes- Vehicle transformers gain a +2 synergy bonus to their Pilot or Drive check while in vehicle mode and their partner is driving.
Racer's Dodge- With a Drive or Pilot check (DC 15) the Headmaster character gains the driver's or pilot's Dex modifier to AC while in vehicle mode. Animal modes gain the latter bonus with a successful Ride check (DC 15).
Improved Reinforced Will- Having now adjusted to one another, both partners may now make one Will save even while they are separated but within line of sight.
The Headmaster increases base attack and saving throw bonuses according to the following chart:

Level Base Attack Defense Fort Ref Will Special
1 +0 +0 +0 +1 +1 Alertness
2 +1 +1 +0 +1 +2
3 +1 +1 +1 +2 +2 Shared skills
4 +2 +1 +1 +3 +3
5 +2 +2 +2 +3 +4 Reinforce Will
6 +3 +2 +2 +4 +5
7 +3 +2 +3 +5 +5 Heightened Reflexes
8 +4 +3 +3 +5 +6
9 +4 +3 +4 +6 +6 Racer's Dodge
10 +5 +3 +4 +6 +7
11 +6/+1 +4 +5 +6 +7 Improved Reinforced Will
12 +6/+1 +4 +5 +7 +8
13 +7/+2 +4 +5 +7 +8
14 +7/+2 +5 +6 +8 +9
15 +8/+3 +5 +6 +8 +9
16 +8/+3 +5 +6 +8 +10
17 +9/+4 +6 +7 +9 +10
18 +9/+4 +6 +7 +9 +11
19 +10/+5 +6 +7 +9 +11
20 +10/+5 +7 +8 +10 +12

Powermaster
Powermasters were the last stage of enhanced Transformers coming from Nebulan. These robots had humanoid counterparts that transformed into the engines, their source of fuel. By using powermasters the Transformers became more fuel efficient with few drawbacks.
Becoming a Powermaster character is a multiclass added on to an already existing character. Create a humanoid character with natural armor and Hardness as a transformer with a class of their own. The robot retains its original attack and saving throw bonus chart.

Class Requirements
Mode: Any Vehicle mode and must have been on Nebulan or in contact with someone who knows the technology.

Class Features
Powermaster Transformers can only transform into robot mode while the humanoid counterpart is attached as the engine. Upon detachment, the robot automatically reverts back to vehicle mode.
Fuel Efficiency: Fuel consumption is reduced to 50 miles to the gallon and has double the endurance for activities. In other words, if the robot had to refuel once a week, they now only need to refuel every two weeks. And this is under heavy activity (fighting every day, traveling a hundred miles a day, etc).
Humanoid Familiar: Although not a true familiar as explained in the D&D books, there are some similarities. Powermasters can use the highest Pilot skill value between itself and it's counterpart with a +2 synergy bonus. With a Pilot check DC (15) they can use the pilot's Dex modifier to AC while in vehicle mode.
The warrior increases in base attack and saving throw bonuses as listed in the following chart:

Level Base Attack Defense Fort Ref Will Special
1 +0 +1 +2 +0 +0
2 +1 +2 +3 +0 +0
3 +2 +2 +3 +1 +1
4 +2 +3 +4 +1 +1
5 +3 +3 +4 +1 +1
6 +4 +3 +5 +2 +2
7 +4 +4 +5 +2 +2
8 +5 +4 +6 +2 +2
9 +6/+1 +5 +6 +3 +3
10 +6/+1 +5 +7 +3 +3
11 +7/+2 +5 +7 +3 +3
12 +8/+3 +6 +8 +4 +4
13 +8/+3 +6 +8 +4 +4
14 +9/+4 +7 +9 +4 +4
15 +10/+5 +7 +9 +5 +5
16 +10/+5 +7 +10 +5 +5
17 +11/+6/+1 +8 +10 +5 +5
18 +12/+7/+2 +8 +11 +6 +6
19 +12/+7/+2 +9 +11 +6 +6
20 +13/+8/+3 +9 +12 +6 +6

Targetmaster
Targetmasters were the second phase of Nebulan technology following the successful use of Headmasters. A targetmaster is a humanoid who binary bonded themselves to a robot and became their weapon. By fusing themselves to the robot's original weapon, they gained the ability to transform into a weapon and could be used by the robot. Some Targetrmasters doubled up and one Transformer had two targetmaster counterparts. Some went even further to where the two counterparts merged to form one weapon that was bigger and more powerful.
To create a Targetmaster, use an already existing character, create a second human character with the alternate mode capability that replaces the robot's current weapon. That human gains natural armor and Hardness as if a transformer because of the metal armor, and gains the following additional feats Alternate Mode (Equipment-Weapon) and Self Manipulation. The targetmaster must still be held by the robot or body mounted to be able to aim properly.

Class Requirements
Mode: Any non-Equipment mode and must have been on Nebulan or in contact with someone who knows the technology.

Class Features
Targeting System: Each targetmaster functions as a targeting system granting the user a +2 synergy bonus to attacks, increases the range increment by one half and doubles the threat range of the weapon.
Attack bonus: Typically, whoever has the highest attack value is the one who gets to take the shot and that is the attack bonus used.
Personality conflict: Sometimes personality conflicts occur where one prefers to do the aiming and shooting. In such situations, there is a Wisdom check made. The robot and weapon both roll and D20 and add their Wis modifier to the result. Who ever gets the highest result gets to take the shot. Such conflicts expend time and energy to resolve and thus are considered move equivalent actions.
The Targetmaster increases in base attack and saving throw bonuses as listed in the following chart:

Level Base Attack Defense Fort Ref Will Special
1 +1 +1 +2 +0 +0
2 +2 +1 +3 +0 +0
3 +3 +2 +3 +1 +1
4 +4 +2 +4 +1 +1
5 +5 +3 +4 +1 +1
6 +6/+1 +3 +5 +2 +2
7 +7/+2 +4 +5 +2 +2
8 +8/+3 +4 +6 +2 +2
9 +9/+4 +5 +6 +3 +3
10 +10/+5 +5 +7 +3 +3
11 +11/+6/+1 +6 +7 +3 +3
12 +12/+7/+2 +6 +8 +4 +4
13 +13/+8/+3 +7 +8 +4 +4
14 +14/+9/+4 +7 +9 +4 +4
15 +15/+10/+5 +8 +9 +5 +5
16 +16/+11/+6/+1 +8 +10 +5 +5
17 +17/+12/+7/+2 +9 +10 +5 +5
18 +18/+13/+8/+3 +9 +11 +6 +6
19 +19/+14/+9/+4 +10 +11 +6 +6
20 +20/+15/+10/+5 +10 +12 +6 +6

The following is a description of some templates that can be taken to add to your character. These are not character classes or prestige classes and thus do not specifically add to HD, Attack Bonuses, or such things. They add flavor to the character with extra abilities and diversity.

Pretender
The Pretender is a template added on to any other character that does not have a prestige class referred to here as the base character..
Pretenders are transformers who have binary bonded themselves to an outer shell composed of a synthetic material. The shells have their own capabilities that become accessible to the transformer while contained inside. When the shell splits, the inner transformer emerges and the shell closes back up behind it and becomes inactive.

How to Create a Pretender Character
A Pretender character is nothing more than two characters that are controlled by the same player. The shell is created on it's own character sheet. When the transformer is inside the shell, use the Pretender Shell character. When they are separated, use the transformer character sheet.

Requirements
The shell must be either animal, humanoid (but not necessarily human), or vehicular in form. Each one is the typical example of the form it takes.
The shell must also be at least one size larger than the transformer character in robot mode.

Features
Inert Control: From inside the shell, the transformer character can see through the optic sensors of the shell, speak through the shell, use it's abilities and powers in place of it's own, and so on. In essence, the transformer becomes the shell. Sometimes this even includes a complete personality change as if the shell has it's own character traits that dominate the robot inside.
Versatility: As bonus traits to the Pretender, the character may choose one of the following abilities as a template feature- Remote Control, Abominable Appendage, Gestalt Mode, Transformation. Some of them are feats that are accessible to any character who qualifies for them. How they apply to a Pretender is described briefly below.
Remote Control- While the transformer character is separated from the shell, it can control the counterpart as a free action without hindrance to own actions. The shell, unable to speak or act on it's own, is completely dependent on the transformer. The Pretender robot gains control over it's own shell and can not gain control of anyone else's due to frequency differences, nor can the frequencies be interfered by jamming or other means. It is considered a telepathic link.
Abominable Appendage- The shell can be altered once to gain unusual characteristics. They also gain extra capabilities as afforded by the alteration.
Gestalt Mode- Utilizing the combiner technology, this feature allows the shell to merge with any other component of the same character. If there are multiple modes of the shell, this feature allows the shell to merge in more than one mode if taken multiple times.
Transformation- The shell has the ability to transform as a normal transformer character. This ability can only be triggered by the transformer character as a standard action. The transformer character does not have to inside the shell to make it transform.
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Re: transformers d20 rpg

Postby Blackstreak » Fri Feb 22, 2008 11:58 am

Motto: ""I'm stronger than I look, but not as strong as I think I am.""
Weapon: Laser Rifle
Multiclassing
The idea of Transformers in regards to classes is to develop a robot character that is good at it's function. Multiclass is no different from D&D or Star Wars. The original class chosen for the character becomes that character's favored class. All multiclass rules apply just like they would to a half-orc barbarian or a gnome illusionist. Whenever there is a second or subsequent class added on and separates from the original class by more than two levels, there is a 20% experience loss. The same reasons apply in that it is difficult to learn new things in a given class when focus is on one more than another. The original class must exceed all subsequent classes by at least one level to retain your distinct function.
Transformers who take on a prestige class cannot multiclass with another prestige class..

Skills
Much like the feats, skills in the Transformer genre are restricted to non-force and non-magic skills. There may also be some skills that are just impractical for robot characters. Some of those are: Heal (also Treat Injury), Pick Pocket, Spellcraft, and Survival (Wilderness Lore). Some skills in the Craft, Knowledge, Perform and Profession may also not be practical. Most skills of these categories are limited to a technological theme. Rather than listing off what skills would not make it in the Transformers genre, it would be better to list those that would be. Any skill should be discussed with your DM on it's appropriateness.
The next thing about skills is those that are witnessed within Transformers but are special occasions. For example, Rumble rides on top of Starscream during a jousting match against Spike who is riding on Warpath. Skills like Disguise, Gamble, Ride, and Swim are not restricted, but one reason or another, are special occasions. Disguise is almost automatic when a Transformer is trying to impersonate an earthling object such as a cassette deck or an average vehicle. But when you try to make yourself look like a specific
transformer, that's different. Gamble is a past time that Transformers can easily rig (take Smokescreen for example). Ride was already explained as circumstantial. And swimming is a something that Transformers are most likely to fail simply because of a weight factor when you are a mechanical being. Swim is left up to the water-based vehicles and in vehicle mode they float.
In this list of skills are the ones most likely to be put to good use by transformer characters. In each listing is the ability modifier.

Skill Ability Skill Ability
Appraise Int Knowledge- Int
Astrogate Int History
Balance Dex Life Sciences-
Bluff Cha Biology
Climb Str Botany
Computer Use Int Forensics
Concentration Con Cybertronian Physiology
Craft- Int Zoology
Blacksmithing Local
Computer Technician Mining
Cybertronian Nature
Droid Repair Nobility & Royalty
Electronics Physical Sciences-
Gunsmithing Astronomy
Locksmithing Chemistry
Mechanics Mathematics
Sculpture Physics
Starshipmaking Popular Culture
Stone Masonry Scholar-
Structural Archeology
Trapmaking Hyperspace Theory
Visual Arts Military Tactics
Weaponsmithing Spacer Lore
Welding Streetwise
Decipher Script Int System
Demolitions Int Technology
Diplomacy Cha Theology & Philosophy (Religion)
Disable Device Int Listen Wis
Disguise Cha Move Silent Dex
Drive Dex Navigate Int
Entertain Cha Pilot Dex
Escape Artist Dex Profession- Wis
Forgery Int Bookkeeper (Accountant)
Gamble Wis Computer Programmer
Gather Information Cha Data Analyst
Handle Animal Cha Droid Programmer
Hide Dex Guide
Intimidate Cha Law Officer
Intuit Direction Wis Mechanic (Doctor)
Investigate Int Musician
Jump Str Scribe
Knowledge- Int Siege Engineer
Architecture & Engineering Repair Int
Art Research Int
Behavioral Sciences- Ride Dex
Psychology Search Int
Sociology Sense Motive Wis
Criminology Sleight of Hand Dex
Bureaucracy (Civics) Speak Language Int
Business Spot Wis
Culture Survival Wis
Current Events Swim Str
Galactic Politics Tumble Dex
Geography Use Rope Dex

Some skills that are familiar to players may have taken on a new meaning within the Transformers genre. Here are some ideas on how to handle unusual circumstances and what skill is appropriate for making a skill check. After that is a list of a few new skills for use with Transformers.

Balance
For those characters who have to merge together to form one robot, it requires an agility that surpasses the normal transformer. Typically, teams of robots who can merge together have a symbiotic chemistry with one another. Also called Fusilateralquintrocombiners, these robots share a bond that when it comes time to merge, something just possesses them and the spirit of the fused robot takes over. When merging happens it is automatic except for when someone tries to interfere with that merging, than a Balance check is called for. To successfully merge, make a balance check against the opponents attack roll.

Concentration
Concentration can be used for transforming under stressful situations. Transformation is a standard action that requires focus. Some transformers can't transform without getting confused and therefore get locked up between modes. And then again, there are some who don't have to think about it like the Jumpstarters. When it comes to transforming while under heavy assault by the enemy, it is not such an easy thing. To successfully transform under stress without locking up is at least DC (20). Modifiers can include the number of opponents, urgency, etc.

Decipher Script
Can decode coded messages, pick up and understand a language whether it's written down or spoken. This occurs through technological means.

Gather Information/ Investigation
Either one of these skills can be utilized for the gathering of valuable information through the efforts of spying. This is not the disguise and infiltration type of spying, but the silent observation from a hidden location. On a successful skill check, the spying character has found the information desired and can then leave.
Gather Information is a function of charisma where it requires interaction with others, investigation works off of intelligence where you can discern pieces of information from general conversation.

Intuit Direction
For those robots who have counterparts, to instinctively know where your teammate(s) or counterpart(s) is located and how far away requires an intuit direction check. Knowing where they are and how far away is a function of binary bonding. To successfully know where they are at is DC 15 + 1 for each quarter mile of distance between the robots.

Repair
Applies to doing mechanical repairs on transformers when there is a breakdown or damage sustained in combat while in non-robot mode. Sparkplug Witwicky checking under the hood for a tune up or replacing an axle are examples of repair work.
The DC value is set according to the depth of repairs needed. Regular maintenance on earth vehicles may be only a DC 10, repairing a transformer is much harder due to the difference on technology Dcs can range from tune-ups of DC 15 to rebuilding a transformer after getting scrapped being a 30.
Humans or any other non-Cybertronic race must put ranks into Cybertronian Repair in order to work on Transformer repair work. Transformer characters can use Repair skill untrained as all of them have some idea on what they are doing. Additionally, it is considered a class skill for all Transformers.

Use Rope
Some Transformers have a grapple hook accessory installed. This accessory can take the form of an actual grapple hook or it takes the form of a winch and pulley used by tow trucks. Whatever the case is, Use Rope could more accurately be called Use Towline but the concept is the same without having to making knots. To successfully manipulate the towline/grapple hook, make a Use Rope check where the DC is set either to a location, or against a target's Touch AC. The range is limited by the length of cable.

New Skill
Craft- Cybertronian
This skill is required to build a whole transformer. The DC values for constructing a transformer is 10 plus the complexity of the transformer. Each complexity adds 5 to the DC value. Complexities include: base form excludes robot mode, each extra mode beyond the first two, gestalt mode, each size category over Huge, Battle Station mode, City mode, each binary bonded minion. All of these complexities stack with one another, for example, Metroplex is Robot/City/Battle Station of Colossal size (he's actually bigger than that). His Construction DC is 55 (City, Battle Station, BS extra mode, Gargantuan & Colossal size, Slammer minion, Six-Gun minion, Six-Gun Gestalt, Scamper minion). It requires one month of construction plus one more month for each complexity in the transformer. This is only a rough estimate but it took 10 months to construct Metroplex.
Constructing a Transformer can come from scratch, meaning that all materials had to be pre-assembled as part of construction. They can also be built from previous objects such as earthling cars and planes. Building from this approach does not increase the DC value, however, it does cut down on the time to construct by one half.
Drone transformers do not contain a secondary mode nor do they have sentience- they are constructs with a set programming. To build a drone is 10 plus 5 for each size over large. Relatively simple, and also common on Cybertron.
Transformers can use this skill untrained due to their inherent knack for tampering. Any non-Cybertronian cannot use this skill untrained because of the sophisticated technology. Additionally, it is considered a class skill for all Transformers.

Craft- Welding
Welding is a skill that, although is included in construction jobs such as business buildings and the like, takes training to do. Not just anybody can pick up a welder, weld, and expect it to be a good weld. There are 4 kinds of welding techniques- MIG, TIG, stick, and oxyacetylene. MIG welding is used on structural steel and black iron of heavy gauges (16 ga. Or thicker). TIG welding is used from the same equipment as the MIG welder but requires special material such as tungsten for stainless steel welding. It is also used for thinner gauges of steel and black iron. Stick welding also can be done off of the same MIG machine and requires welding rods that vary in thickness and material. Oxyacetylene welding has two uses for it. One is for welding, the other is used as a blowtorch. Either use requires two tanks of various gases.
A character can specialize in any one or several methods, or they can apply the craft to all 3 methods. Typically, all methods are taught but some catch on to one method better than others. A welding skill check is required in all construction jobs where the DC is equivalent to building DC.
Transformers who have this skill are treated as if they have a darkening effect in their optical sensors. This keeps them from frying the optic circuits.

Knowledge (Cybertronian Physiology)
Replacing Genetics, Cybertronian Physiology is a knowledge of what makes up the Transformer body. Like the human body, the Transformer physique has “organs” that make it function. Without a gas tank, there would be no fuel for a Transformer to run on. With a transformation cog, they would not be able to change modes. The list goes on. This skill is about the familiarity of all those internal parts that make a transformer tick. This skill is a definite must for the surgical characters, but not that necessary for mechanics since they deal more with external parts, or non-robot mode parts.
Surgical procedures are whats required to repair transformers who have sustained critical damage while in robot mode in combat. A critical hit represents damage sustained to an “organ” and a basic function is being denied because it was destroyed.

Knowledge (Mining)
You know the ins and outs of the mining industry, familiar with the dangers and how to avoid them as well as the tools and how to use them. This skill also teaches how to survive in case of a cave-in and grants a +s synergy bonus to Survival while underground.

Feats
Like flesh characters, transformers can perform acts that boggle the mind, accomplish what would seem the impossible. Transformer characters gain feats just like normal flesh characters: 1 at first creation and 1 at each additional 3 character levels. They can also gain bonus feats according to class and modes. In this chapter is a description of all the new feats available to transformer characters as well as a list of all the familiar ones from other modules that are appropriate for transformers.
The list of feats is broken up into groups that would best utilize that feat. Some feats just can't be used in other modes, some are. Feats that are universal to all modes of the character are listed under General. Those that are usable in several groups are listed in all of the applicable ones. Some of the groups are split even further into specific types of modes such as Vehicle is broken into Air-based, Land-based, and Water-based. Sub-types also qualify for head-type, for example a pterodactyl can take feats from Flying Animal, Animal, and General. Feats that are useful for one may be useless to another. These lists were created as reference for choosing mode features so that when one mode says to “pick 2 feats”, it means to pick feats from that modes list. Weapons is a sub-group of robotic. They are usable only in robot mode with the exception of military vehicles unless you are a weapon character then you access to that feat in all modes.
Transformers can make use of all the General Feats in the D&D, D20 Modern, and Star Wars modules with some exceptions. Those exceptions include: Armor Proficiencies, Combat Casting, Spell Focus, and Spell Penetration. They can not access Force Feats because they are unaware of the Force to be able to manipulate it. Divine, Item Creation and Metamagic feats are not accessible to a transformer character either because they don't have access to the realm of the arcane or divine. The feats Extra Turning and Spell Mastery are not accessible to transformers whereas the Warriors would benefit from Weapon Specialization.
When it comes to using feats, the DM and player have to take into consideration what is logically usable by Transformers. The DM could rule that only General Feats are available for use to Transformer characters.
There are two separate lists of feats given in this module. The first list is a compilation of all the applicable feats from all three modules mentioned in the beginning plus the guidebooks. Listed alphabetically, they include a brief explanation on what they do and the book they can be found in. When there was a duplicate feat with a different name, the D&D name is used. For a more in depth description, refer to the respective books. Note also that some feats listed are regarded as class features and are typically not available to other classes. They are treated as non-class specific feats in the Transformers genre. They are listed in the chart format so that there is an idea on what is required for each in terms of other feats. Feats still have to meet specified requirements even if they are not listed in the following chart such as ability score minimums, class specifics, or skill rank requirements.
Some feats have a parenthesis ( ) around part of the title. These feats are modified versions of a feat that can be found in the specified book. The modified word is in parenthesis.
Feats marked with an asterisk (*) are mentioned twice but described once under the first alphabetical feat required. They are marked at all entries of the same feat.
Feats marked by a (^) are available as Warrior Bonus Feats according to all the resources.

Animal
Feat Description Book
Abominable Appendage Extra appendage in animal mode Transformers
Aerodynamic Retain Cybertronic form Transformers
Ambidexterity^ -2 to penalty for 2-Weapon fighting D&D
Adv. 2-W. Fighting*^ 3rd attack w/ off hand @ -10 D20 Modern
Off-Hand Parry*^ Sacrifice off-hand for +2 dodge bonus to AC Masters of the Wild
Athletic +2 to Climb & Swim Star Wars, Modern
Brawl Unarmed = +1 to attack, 1D6+str mod D20 Modern
Improved Brawl Unarmed = +2 to attack, 1D8+str mod D20 Modern
Knock Out Punch 1st melee v- flatfoot = critical hit D20 Modern
Improved K. O. Punch 1st melee v- flatfoot = critical hit, x3 dmg D20 Modern
Improved Feint Bluff check in combat w/ +2 bonus D20 Modern
Close-quarters Fighting Att of Opp dmg added to next grapple check Sword & Fist
Dodge^ +1 AC v- chosen opponent D&D
Agile Riposte Attack of opportunity v- missed melee attack D20 Modern
Mobility^ +4 Dodge AC v- Attack of opportunity D&D
Spring Attack^ Move before & after melee attack D&D
Expert Tactician +1 melee v- opp denied Dex bonus to AC Song & Silence
Expertise^ Penalty to attack for bonus to AC D&D
Chink in the Armor Study opponent to reduced Armor bonus by ½ Song & Silence
Improved Disarm^ No Attack of opportunity provoked D&D
Snatch Weapon Grab weapon from a disarm attack Song & Silence
Improved Trip^ No attack of opportunity provoked +1 melee D&D
Improved Overrun* Opp 1 size smaller can't avoid w/ att of opp Sword & Fist
Whirlwind Attack^ 1 attack roll v- all melee opponents D&D
Extra Stunning Attacks +3 stun attacks p/ day Sword & Fist
Eyes in the Back of Your Head Attackers denied +2 flanking bonus Sword & Fist
Fleet of Foot 90 degree direction change in a run or charge Song & Silence
Improved Swimming Swim @ ½ or ¾ land spd as full rnd action Masters of the Wild
Improved Unarmed Strike^ Considered armed while unarmed D&D
Circle Kick Extra attack from successful unarmed attack Sword & Fist
Clever Wrestle Better @ escaping grapples or pins Masters of the Wild
Deflect Arrows^ Ref save (DC 20) v- ranged attack D&D
Snatch Arrows^ Catch the deflected arrows instead Sword & Fist
Feign Weakness Lure opp into Att of Opp w/ Bluff check Sword & Fist
Fists of Iron +1D4 dmg w/ unarmed strike Sword & Fist
Stunning Fist^ Force Fort Save v- stun D&D
Pain Touch Stun attack nauseates for 1 rnd if Fort save failed Sword & Fist
Knockdown Free trip attack on dealing 10+ damage Sword & Fist
Lightning Fists 2 extra attacks @ -5 to each attack roll Sword & Fist
Multiattack Secondary attacks @ -2 to attack Masters of the Wild
Multidexterity^ Ignore all off-hand attack penalties Masters of the Wild
Predatory Instinct Acts first even on surprise round Transformers
Power Attack^ Penalty to attack for bonus to damage D&D
Cleave^ Extra attack when 1 opponent drops D&D
Great Cleave^ No limit to extra attacks when opp's drop D&D
Improved Bull Rush^ No attack of opportunity provoked D&D
Improved Overrun*
Power Lunge 2 x's str mod on charge attack Sword & Fist
Prone Attack Attack from prone w/ no penalty Sword & Fist
Run Run up to 5x's spd, 4x's in hvy armor All three
Snatch Easier to grapple w/ claw or bite attacks Masters of the Wild
Stealthy +2 to Hide & Move Silent D20 Modern
Tail Slam Utilize tail appendage as a bludgeon weapon Transformers
Uncanny Dodge Never flatfooted -Dex to AC D&D
Imp. Uncanny Dodge Can't be flanked D&D

Electronic Equipment
Feat Description Book
Amplified Signal Receives weak transmissions from across space Transformers
Communication Access to radio and emergency broadcasts Transformers
Create Energon Cube Create a cube of force an energy containment Transformers
Inter-dimen. Storage Capacity Holds more than seems possible Transformers
Off-world Communications Send broadcasts across space Transformers

Flying Animal
Feat Description Book
Hover Hold position in mid-air without falling Transformers
Improved Flight Improves flight maneuverability by 1 grade Masters of the Wild
Wingover 180 degree turn in flight regardless of maneuver Masters of the Wild

General
Feat Description Book
Alertness +2 to Listen & Spot All three
Alluring +2 to Diplomacy Song & Silence
Alternate Mode Begin play as animal instead of robot Transformers
Animal Affinity +2 to Handle Animal Star Wars, Modern
Attentive +2 to Investigate & Sense Motive Modern
Blind-Fight^ Darkness penalties are halved D&D
Blindsight, 5' Radius Invisibility & Darkness are irrelevant to attack Sword & Fist
Combat Reflexes^ Attacks of opportunity = Dex mod D&D
Confident +2 to Gamble & Intimidate Modern
Deceptive +2 to Bluff & Disguise Modern
Dual Strike You & ally w/ same feat gain +4 flanking bonus Sword & Fist
Educated +2 to two Knowledge skills Modern
Endurance +4 to strenuous actions while encumbered D&D
Faster Healing Recover wound points according to chart Masters of the Wild
Frightful Appearance Provokes opponents in 10' R to roll a Will save D&D, Modern
Gestalt Mode Adds an appendage mode to form larger robot Transformers
Great Fortitude +2 Fort save bonus D&D
Guide +2 to Navigate & Survival Modern
Heroic Surge^ +1 action in combat w/ # of times p/ day Star Wars, Modern
Hold the Line Resolve attack of opportunity before the charge Sword & Fist
Impossible Strength Increase carrying capacity by 1 size category Transformers
Improved Critical^ Double threat range w/ chosen weapon D&D
Power Critical^ Declare automatic threat w/ chosen weapon Masters of the Wild
Improved Damage Threshold +3 to massive damage threshold Modern
Improved Hardness Increase hardness by 1 size category Transformers
Advanced Hardness Increase hardness by 1/2 current value Transformers
Cybertron. Dam. Red. DR = ½ character level Transformers
Improved Initiative^ +4 to initiative All three
Death Blow Coup de Grace as standard action Sword & Fist
Improved Vision Doubles visual range in all modes Transformers
Iron Will +2 Will save bonus All three
Leadership Recruit followers & cohorts D&D
Lightning Reflexes +2 Ref save bonus All three
Mass Morph Shrink in size while transforming into robot Transformers
Multicultural +4 to Cha check w/ chosen race Song & Silence
Peripheral Vision Can see in 3 or more directions Transformers
Persuasive +2 to Bluff & Intimidate Star Wars
Remain Conscious Make partial actions @ 0 to -10 wound points Masters of the Wild
Radio Control Directly control a counterpart mentally Transformers
Remote Control Gain control of an electrical device Transformers
Resist Rust (Disease/ Poison) +4 bonus to Fort saves v- rust & corrosion Masters of the Wild
Resistance to Energy Gain 5 pt resist to 1 energy type p/ slot Masters of the Wild
Shadow +2 to Hide & Spot Masters of the Wild
Sharp-Eyed +2 to Search & Sense Motive Star Wars
Six-Changer Mode Begins as a character w/ 6 modes Transformers
Skill Emphasis +3 to chosen class skill Star Wars
Skill Mastery Take 10 on skills = Int mod while stressed Star Wars
Speedy Transformation Transforming is a free action Transformers
Stealth Mode Circumstance bonus to Move Silent checks Transformers
Strength of an Animal Quadruped multiplier replaces Biped multiplier Transformers
Studious +2 to Decipher Script & Research Modern
Superior Speed Movement rate increases by 10' and/or 10 miles Transformers
Terrain Adaptability +2 bonus while in specified terrain type Transformers
Thick Armor^ Sacrifice speed for tougher hardness Transformers
Track Follow trails of characters and creatures D&D
Trailblazing Skilled at finding shortest, fastest route Star Wars
Triple Changer Mode Begin as a character w/ 3 modes Transformers
Trustworthy +2 to Diplomacy & Gather Information Star Wars, Modern
Universal Gadget Allows access to an item in all modes Transformers
Unusual Maneuverability Increases maneuver in vehicle or equip. mode Transformers
Zero-G Combat No penalty to actions in low or no gravity Star Wars

Robotic
Feat Description Book
Acrobatic +2 to Jump & Tumble Star Wars
Ambidexterity^ -2 to penalty for 2-Weapon fighting D&D
Adv. 2-W. Fighting*^ 3rd attack w/ off hand @ -10 D20 Modern
Off-Hand Parry*^ Sacrifice off-hand for +2 dodge bonus to AC Masters of the Wild
Arterial Strike -1D6 sneak dmg for bleeding dmg p/ rnd Song & Silence
Athletic +2 to Climb & Swim Star Wars, Modern
Brachiation Move through trees like monkey Masters of the Wild
Brawl Unarmed = +1 to attack, increase 1 die size D20 Modern
Improved Brawl Unarmed = +2 to attack, increase 2 die sizes D20 Modern
Knock Out Punch 1st melee v- flatfoot = critical hit D20 Modern
Improved K. O. Punch 1st melee v- flatfoot = critical hit, x3 dmg D20 Modern
Streetfighting +1D4 dmg v- unarmed or oppon.w/ lt weapon D20 Modern
Improved Feint Bluff check in combat w/ +2 bonus D20 Modern
Builder +2 to two Craft skills D20 Modern
Cautious +2 to Demolitions and Disable Device Star Wars, Modern
Close-quarters Fighting Att of Opp dmg added to next grapple check Sword & Fist
Combat Martial Arts Unarmed lethal dmg of 1D6+str mod + threat D20 Modern
Imp. Combat Martial Arts Unarmed threat range is doubled (19-20) D20 Modern
Adv. Combat Martial Arts Unarmed crit damage is tripled D20 Modern
Cybertronian Martial Arts Gain specific abilities according to style Transformers
Dash +5 to land speed Song & Silence
Defensive Martial Arts +1 Dodge AC v- melee attacks D20 Modern
Combat Throw +2 opp. str check, Dex trip or grapple D20 Modern
Imp. Combat Throw Trip as attack of opportunity D20 Modern
Elusive Target Extra -4 to opp. Ranged attack while in melee D20 Modern
Unbalanced Opponent Opponent gets no str mod to attack D20 Modern
Dirty Fighting Full round attack w/ +1D4 damage Sword & Fist
Dodge^ +1 AC v- chosen opponent D&D
Agile Riposte Attack of opportunity v- missed melee attack D20 Modern
Mobility^ +4 Dodge AC v- Attack of opportunity D&D
Spring Attack^ Move before & after melee attack D&D
Expert Tactician Extra melee v- opp denied Dex bonus to AC Song & Silence
Expertise^ Penalty to attack for bonus to AC D&D
Chink in the Armor Study opponent to reduced Armor bonus by ½ Song & Silence
Improved Disarm^ No Attack of opportunity provoked D&D
Snatch Weapon Grab weapon from a disarm attack Song & Silence
Improved Trip^ No attack of opportunity provoked +1 melee D&D
Improved Overrun* Opp 1 size smaller can't avoid w/ att of opp Sword & Fist
Whirlwind Attack^ 1 attack roll v- all melee opponents D&D
Extra Stunning Attacks +3 stun attacks p/ day Sword & Fist
Eyes in the Back of Your Head Attackers denied +2 flanking bonus Sword & Fist
Fleet of Foot 90 degree direction change in a run or charge Song & Silence
Focused +2 to Balance & Concentration D20 Modern
Frightful Appearance Provokes opponents in 10' R to roll a Will save D&D, D20 Modern
Gearhead +2 to Computer Use & Repair Star Wars
Hamstring -2D6 sneak dmg to reduce opp spd by ½ Song & Silence
Improved Unarmed Strike^ Considered armed while unarmed D&D
Circle Kick Extra attack from successful unarmed attack Sword & Fist
Clever Wrestle Better @ escaping grapples or pins Masters of the Wild
Deflect Arrows^ Ref save (DC 20) v- ranged attack D&D
Snatch Arrows^ Catch the deflected arrows instead Sword & Fist
Feign Weakness Lure opp into Att of Opp w/ Bluff check Sword & Fist
Stunning Fist^ Force Fort Save v- stun D&D
Pain Touch Stun attack nauseates for 1 rnd if Fort save failed Sword & Fist
Jack of All Trades Use all skills untrained Song & Silence
Knockdown Free trip attack on dealing 10+ damage Sword & Fist
Lightning Fists 2 extra attacks @ -5 to each attack roll Sword & Fist
Mantis Leap 2 x's str mod to dmg from charge w/ jump check Sword & Fist
Martial Arts^ Unarmed attack = 1D6 dmg, nat. 20 = threat Star Wars
Meticulous +2 to Forgery & Search D20 Modern
Mimic +2 to Disguise & Entertain Star Wars
Monkey Grip Use wpns 1 size larger w/ 1 hand @ -2 to attack Sword & Fist
Nimble +2 to Escape Artist & Sleight of Hand Star Wars, Modern
Pin Shield Off-Hand attack v- shield denies bonus to AC Sword & Fist
Power Attack^ Penalty to attack for bonus to damage D&D
Cleave^ Extra attack when 1 opponent drops D&D
Great Cleave^ No limit to extra attacks when opp's drop D&D
Improved Bull Rush^ No attack of opportunity provoked D&D
Improved Overrun*
Improved Shield Bash Effect opp w/ shield as if w/ a Bull Rush Song & Silence
Shield Charge 2 x's shield damage on a charge Song & Silence
Sunder^ No attack of opp. provoked v- melee weapon D&D
Improved Sunder 2 x's damage v- weapon Sword & Fist
Power Lunge 2 x's str mod on charge attack Sword & Fist
Prone Attack Attack from prone w/ no penalty Sword & Fist
Quick Draw^ Draw weapon as free action D&D
Flick of the Wrist Draw lt wpn w/ attack in same rnd 1x p/ battle Song & Silence
Quicker Than the Eye Move equiv Bluff for a partial action v- Spot Song & Silence
Reverse Mass Morph Shrink in size while transforming into non-robot Transformers
Run Run up to 5x's speed All three
Shield Expert Off-Hand attack w/ shield & retain bonus to AC Sword & Fist
Stealthy +2 to Hide & Move Silent D20 Modern
Throw Anything Melee weapon can be thrown w/ 10' range Sword & Fist
2-Weapon Fighting^ -2 to penalty for 2-weapon fighting All three
Imp. 2-Weapon Fighting^ 2nd attack w/ off hand @ -5 attack All three
Adv. 2-W. Fighting*^
Off-Hand Parry*^
Uncanny Dodge Never flatfooted- Dex to AC D&D
Imp. Uncanny Dodge Can't be flanked D&D

Vehicular- Aerial
Feat Description Book
Flyby Attack Move before and after an attack action Masters of the Wild
Hover Hold position in mid-air without falling Transformers
Spacer +2 to Astrogate & Pilot Star Wars
Wingover 180 degree turn in flight regardless of maneuver Masters of the Wild

Vehicular- Land
Feat Description Book
Aerodynamic Retain Cybertronic form Transformers
Autonomous Extension Separate entity as an extension of self Transformers
Superior Agility Make Tumble checks in vehicle mode Transformers
Vehicle Expert +2 to Drive & Pilot D20 Modern
Force Stop Use sideswipe to force opp. Vehicle to stop D20 Modern
Vehicle Dodge +1 Dodge AC v- chosen opponent vehicle D20 Modern

Vehicular- Military
Feat Description Book
Lock-On Target Full round aim to improve to hit roll Transformers

Weapon
Feat Description Book
Exotic Weapons Proficiency^ Normal attack w/ chosen weapon D&D
Martial Weapon Proficiency Normal attack w/ chosen weapon D&D
Personal Firearms Normal attack w/ guns carried by one person D20 Modern
Advanced Firearms Normal attack w/ autofire weapons D20 Modern
Burst Fire 1 attack w/ 5 bullets, +2D damg, -4 attack D20 Modern
Exotic Firearms Normal attack w/ chosen firearm D20 Modern
Strafe Affect 5' W x 20” L path instead of 10”sq. D20 Modern
Point Blank Shot^ +1 to hit opponent w/in 30' D&D
Double Tap 2 Attacks v-same opp @ -2 Att, +1D dmg D20 Modern
Far Shot^ Range increased by ½ ranged weapons D&D
Dead Aim Line up shot, +2 to the attack roll D20 Modern
Precise Shot^ No penalty to shoot opponent in melee D&D
Sharp-Shooting +2 ranged attack v- opponent w/ cover Sword & Fist
Rapid Shot^ Extra ranged attack @ highest mod -2 D&D, Star Wars
Multishot Multiple shots w/ attack penalty w/ energy wpns Star Wars
Skip Shot Ricochet shot past cover @ -2 attack, -1D dmg D20 Modern
Self Manipulation Aim and fire self while in gun mode Transformers
Simple Weapons Proficiency Normal attacks with simple weapons D&D
Weapon Finesse^ Dex mod to melee weapon instead of str mod All three
Weapon Focus^ +1 to attack w/ chosen weapon All three
Weapon Group Normal attack w/ weapons of chosen type Star Wars
Weapon Specialization^ Warriors only: +2 damage w/ chosen weapon D&D, Star Wars
Zen Archery Use Wis bonus instead of Dex v- opp w/in 30' Sword & Fist

Feat Changes
Some of the familiar feats have been slightly altered in order to better fit in the Transformer genre. Although not a large change, it is still significant enough to make the feat worthwhile.
Brawl and Improved Brawl- Used to increase the unarmed damage to 1D6 and 1D8 respectively, it allowed the brawler to do more damage and at a higher attack rate. Why the change? Because the die change proved no help to larger robots who could deal more than 1D6 or 1D8. So, the die will increase to the next higher die. The attack boost is still applicable.
Combat Martial Arts- This is the same principle as seen for Brawl and Improved Brawl. The typical 1D6 damage plus strength modifier is insignificant for Transformer's purposes. And since they already deal lethal damage, this feat has been given a bit of a twist. Not only does the damage die increased by 1, but the Transformer character can forgo a subsequent attack action to deflect an opponent's successful melee attack. This would be particularly helpful if the character has multiple attacks per round.
Frightful Presence- This ability affects all opponents within a 30' radius for 5D6 rounds if a Will save fails. In D&D it could only effect creatures with fewer hit dice than the frightful creature.

The second list of feats are exclusive to the Transformers genre and can't be found in any other book. They follow the same pattern to the description for explanation, requirements, special and normal rules, and maybe an example on who has it. Generally, these feats do not require any of the feats from the actual D20 source books. Each heading has a parenthetic notation that tells what group of feats it belongs in for purpose of mode features.
Abominable Appendage (Animal)
Transformers who take this feat can alter their robot or animal mode in some way whether it is to add an extra appendage or take one away, or replace one with a creature appendage. This feat can be taken several times where each time makes one modification to the robot on any robot or animal mode.
Doubleheader and Hun-grrr are examples of having an extra appendage (two heads) and Octopunch is an example of one who has a replaced appendage (octopus tentacles on the head module).

Advanced Hardness (General)
Improves the character's hardness value by one half of it's current value against one type of attack. Advanced hardness can only be applied to a type of attack that the character has developed improved hardness against. This feat can be taken multiple times where the effects do not stack but are applied to a different type of attack each time.
Required: Improved Hardness, Character Level 6
Normal: Character's hardness is predetermined by their size category.

Aerodynamic (Animal and Vehicle)
Transformers with this feat retain, or regain, their original Cybertronic form. They can traverse terrain better than 4x4s, fly through the air with less wind resistance and with superior maneuverability. Air-based vehicles Aerial Movement is always at least Good. Water-based vehicles retain at least 1/2 Dex bonus to AC. Land-based vehicles have two times the speed and range of normal vehicles and traverse terrain at 1/2 the listed difficulty. This feat can only be chosen at first level or when getting reformatted into a new form.
Normal: Characters without this feat are restricted to the typical restrictions of it's vehicular mode.

Alternate Mode (General)
As a beginning feat, a transformer can choose an animal mode as it's base creature instead of robot. They utilize all of the abilities capable of that base creature as well as maintain the power to transform into a vehicle or equipment mode.
Normal: All characters begin with a robot mode. Only animal modes are used as a base template for character generation.
Ravage, Laserbeak, and Buzzsaw are examples of this kind of character. This feat is not available to any character based out of the Beast Wars saga because everyone there has an animal mode as their base mode.

Amplified Signal (Electronic)
Enables the transformer character to pick up and focus on weak or broken signals from across vast reaches of space. These signals tend to be within 1/1,000,000 watts.
Requirements: Communication and Off-world Communication feats to use.
Normal: Without Amplified Signal, the character is required to make an INT check (DC 30) to recognize the static as a signal.

Autonomous Extension (Vehicle)
This feat gives the Transformer character a separate entity as an extension of itself.
Benefit: All autonomous components are considered one character, but each individual section can act on their own as if a separate character. Knowledge, skills, attack modifiers, saving throws, damage received, and other experiences are shared by all components. Range and distance between components is restricted to radio communication and fuel capacity. There is no restriction to the number of modules, however there may be restrictions as to what each of them can do.
Optimus Prime has 3 autonomous parts: the cab, the trailer, and Roller, a spy vehicle.

Communication (Electronic)
The character with communications feat gains the capability of sending and receiving radio and emergency broadcasts. They can receive TV only. The range of this ability is unlimited with restrictions to the same planet.
Normal: Without this feat, the character must rely on equipment to send and receive broadcasts.

Create Energon Cube (Electronic)
This feat, utilized and available only to G1 Decepticons, creates a small 5 foot square force field that can collect and convert various forms of fuel such as oil, vapor and heat releases from volcanoes, electricity, etc. The energy collected converts to an iridescent energy and can be compressed into 1 foot thick slates for easier storage. One cube can fuel one robot to a full tank.
Required: Must be a Decepticon.

Cybertronian Damage Reduction (General)
You can shrug off physical damage from any source. Not to be confused with Improved or Advanced Hardness that increases resistance to damage, Damage Reduction reduces sustained damage.
Requirements: Improved Hardness, Character level 10
Benefit: Gain Damage Reduction equal to one half character level and is applied to any damage sustained regardless of the type of attack.
Special: This is a Leader class related feature available at tenth level.

Cybertronian Martial Arts (Robotic)
Required: Decepticon allegiance
Benefit: In the normal rules, Martial Artist provides 1D6 damage and provides a threat range when rolling a natural 20. For Transformers, there are a couple of different styles offered up where the focus is not on unarmed combat. By spending a Feat slot, a Transformer character can purchase any one of the styles listed and gain the benefits as described. Each one listed has an example of who uses it.
1) Metalliko: Attack enemy fracture points while remaining outside of their fire arc and range. This is an unarmed ranged touch attack usable as a full round action. The character uses the style as a fighting defense with normal penalties to attack and range. If successful, damage goes straight to Hit Points passing through Hardness. A critical hit doubles the damage and can be split between reducing the target's Hardness and direct Hit Point damage. Bludgeon uses this style.
2) Circuit-Su: Channels energy into an electrical blast. Treat as a Lightning Bolt spell where potency is according to character level and can be utilized as a touch attack whether ranged or melee. Bugly incorporates this style of martial art.
3) Crystalocution: Nothing known about this form as of yet. Banzai-tron is trained in this form.

Gestalt Mode (General)
This robot character consists of at least two robots that merge together to form one bigger robot. Each component has it's own number of modes with the additional ability to merge with it's teammate(s) thus forming the gestalt robot. This feat must be chosen at first level.
Each component is rolled up as separate characters and then the abilities (except STR) are figured in on an average basis. For each ability, add up all the scores then divide by how many contributing members, round all fractions to the nearest whole number, and the result is the ability score for the combined robot. Strength however, is determined by the same method but the resulting score is added to the base score given in the abilities chapter.
If there are 2-4 or 6 robots merging together, all of the components can be of the same size category. The resulting height of the robot varies according to how the robots merge together. Devastator is an example of a gargantuan sized robot: equivalent to three stacked construction vehicles that roughly have ten feet of height each. Compensating for the way he comes together and his head module, he stands around fifty feet in height.
If it is a 5 robot team, four must be of the same size category and the fifth member, the leader must be one size category larger. The size category of the resulting gestalt transformer is equivalent to the leader's height plus the height of one of the smaller robots. To compensate for additional pieces required to put the gestalt together, roughly add +10 feet. Superion would be the tallest of all the gestalt robots at sixty-five feet in height.
There is even a twelve-member micromaster team that merges together into one robot in the Japanese saga. The micromasters like to form two-member teams that merge into vehicle modes to form a bigger vehicle instead of a robot.
The DM can rule that each component must be played by different players and when combined, all the character players must conjointly decide what is going to happen and then one player, usually the designated team leader gives the final decision but a separate player can be assigned the gestalt character to represent the combiner's own personality. Realistically, that is how gestalt robots function.
Determining the feats and special powers of a gestalt character does not follow the standard rules for creating characters. Because they are a pooling together of several characters, the Combiner can utilize all of the feats, powers, and skills of the individual components. If there is a feat or power that is stackable, the Combiner can only utilize the most powerful version (i.e. Impossible Strength) from amongst the components. The skills of the individual characters become the gestalt's class skills, however, ranks are bought at the gestalt's class rating and Intelligence modifier as per normal skill point rules.

Hover (Flying Animal and Aerial Vehicle)
Aerial mode-based transformer can hold position in mid-air.
Benefit: Transformers with an aerial mode such as a jet fighter or flying animal can hover in mid-air.
Normal: Only certain animals, helicopters and hover jets can do this. Everything else must stay in motion to retain height.

Impossible Strength (General)
The strength of the character goes beyond the normal boundaries of the robot size.
Benefit: The robot character with this feat can either increase the strength capacity by one size category or they can gain a virtual “+10” to the score. What virtual means is that their score doesn't actually go up, they are treated as if their strength went up for carrying capacity and for dealing unarmed damage. This feat is stackable where the size capacity goes up one category at a time or the virtual “+10” goes up. In the PHB, page 162 is the carrying capacity chart for bigger and smaller creatures with a multiplier. When determining the carrying capacity, treat the character as if they were that larger sized creature with tremendous strength. Strength cannot exceed Colossal sized creatures, however, there is no real limit to the virtual “10's”.
Keep in mind also that there are separate multipliers for bipedal and quadruped creatures. If a transformer has a quadruped animal mode, like Slag, they get the multiplier as a quadruped creature. This remains true even without the Impossible Strength feat. As mentioned in the beginning, crane machines and other such vehicles have a separate chart for vehicle mode strength as a quadruped.
Examples: Grimlock uses his impossible strength by using his real size category multiplied by a virtual strength of 58 (64 x 4=256. 256 x carrying capacity ranges). Optimus Prime and Megatron would work out the same numbers also. Brawn takes this feat six times and gets the carrying capacity of a gargantuan creature with a virtual strength score of 51 (8 x 64=512. 512 x carrying capacity ranges).
Note: This seems to be the only possible way of working in the accuracy of these characters and still make them game balanced. Transformers who are gargantuan or colossal don't need this feat simply because there size takes care of it. When you get to this scale, anything short of a planet is just about conceivable.

Improved Hardness (General)
Improves the character's overall hardness by one size category against one type of attack. The robot does not grow bigger, the hardness just becomes harder and more effective against one kind of attack. This feat can be taken multiple times where the effects do not stack but is applied to a different kind of attack.
Remember that when applied to energy attacks, only half of the whole hardness value is effective.
Examples: Brawn, who is resistant to artillery fire has a typical hardness of 10 as a medium sized robot. It becomes 20 with the Improved Hardness feat against artillery attacks.

Improved Vision (General)
This feat doubles the visual range of the character to 120'. If the character has Peripheral Vision, the range of all 3 sides are doubled. Characters who already have 120' of vision (like Drow with Darkvision) is doubled to 240'.

Inter-dimensional Storage Capacity (Electronic)
This feat gives something similar to an extradimensional space like the Bag of Holding for the purpose of holding possessions. Unlike the magical devices, inter-dimensional storage spaces will not cause eruptions if placed inside another dimensional space. The space provided allows the storage of items far beyond what would normally be allowed.
Required: A storage space for specific items.
Normal: Ammunition clips, storage facilities, rocket launchers, etc. are restricted to the typical amount of space standard of normal objects.
Examples: Cassette decks have space for only one cassette. Soundwave and Blaster can hold all of their cassette minions with the inter-dimensional storage capacity in their chest compartments. However, only one can be played back at a time.

Lock-On Target (Military Vehicle)
In combat, a character can spend a full round action to take aim with a weapon and improve the chances to hit. This feat is not compatible with the weapon accessory that allows you to take aim on a target with a pre-rolled attack and can hold the attack indefinitely.
Benefit: Character spends one full round taking aim with his weapon. On the next round the character rolls one attack at the highest modifier and applies it to all of their attacks for that turn. This can only be done with a ranged weapon and can target only one opponent at a time.
Normal: Each attack after the first progressively gets worse by -5 to the attack.
Special: Military vehicle characters begin play with this feat and applies it to weapons that not missiles, rockets, torpedoes, etc.

Mass Morph (General)
With this feat, a Transformer character can shrink body mass and size while transforming into a non-robot mode. The size of the non-robot mode is set to the typical size dimensions of the equipment mode at the scale of transformers. The feat can be taken a second time in which the effect is not stackable, but accommodates the human sized scale.
This feat is not as effective for animal or vehicle mode transformers because those modes dictate the robot size. Mass Morph can only be taken when the character is first generated because it is a permanent alteration of physics. The character's class can and will determine how many times it can be taken.
Examples: Any of the Autobot and Decepticon cassettes can Mass Morph down to the size of a human's cassette and be played in any human tapedeck. Retroactively, they can also transform into transformer sized cassettes that can only fit inside Blaster or Soundwave.

Military Vehicle (Vehicle)
The transformer character with a vehicle mode begins play with a military model. The vehicle can be one of any type- aerial, land, or water. This feat can only be taken at first level or when being reconstructed and reformatted. Being a military vehicle grants extra proficiencies with weapons such as Heavy Weapons.
Normal: All vehicle modes begin play as civilian vehicles.

Off-world Communication (Electronic)
The sending and receiving of broadcasts can be extended across space to other planets with some restriction to distance.
Required: Must have the Communication feat to use this.
Benefit: The stronger the source of the signal, the farther out in space it can go. Distance is equal to a Concentration check plus any wound points the character is willing to invest. This reflects an active effort to get that signal out to it's destination. The character can also recognize weak incoming signals if he succeeds at an INT check (DC 30).
Normal: Without this feat the character can not send and receive from across space. Character must rely on equipment for this purpose.

Peripheral Vision (General)
Allows a character to see in 3 directions at the same time gaining a +2 bonus to Spot and Search checks.

Predatory Instinct (Animal)
With this Feat, a character can react to any movement seen by instinct. At the sign of movement, threatening or not, the character can react before anyone else in a surprise round. Unlike the normal rule where a partial action is permitted to those not surprised, a character with Predatory Instinct gets to act before everyone not surprised, and can react with a full round action.
Predaking can react to movement within .002 seconds.

Radio Control (General)
This feat grants the character the ability to directly control a counterpart mentally.
Required: Autonomous Extension feat.
Benefit: The character can command a minion or counterpart as a free action. That minion also acts on the same turn as the character.
Normal: Commanding a minion or counterpart is a standard action and that minion or counterpart acts on their own turn.
Special: This feat is a class-related feat to the Duocons but not restricted from any other class. The Pretender robot can also utilize this feature to become two characters.

Remote Control
Character can gain control of electrical devices- even transformer opponents for a limited duration.
Required: Ability to channel electricity
Benefit: Character gains control of an electrical device and can operate it as a full round action. The number of devices that can be controlled is equal to one-fifth it's character level. Opponents can be taken control of as per the spell Hold Person (but cannot be transformed). Devices and opponents that are so controlled can still only function within their normal parameters.

Reverse Mass Morph (General)
This feat allows the transformer character to shrink body mass and size while transforming into robot mode. Unlike the Mass Morph feat, Reverse Mass Morph effects only one size category at a time. Each time the feat is taken, the effects stack allowing the robot to shrink down one extra size category into robot mode.
Reverse Mass Morph can only be taken when the character is first generated because it is a permanent alteration of physics. The character's class can and will determine how many times it can be taken.
Examples: Blitzwing has Reverse Mass Morph to shrink down to a huge robot from a gargantuan sized aircraft (as a warrior he chose to take it once plus one other feat). Vortex has Reverse Mass Morph twice to shrink down to a large sized robot from a gargantuan sized aircraft (As a warrior, he can take it twice). Vortex can not shrink to Huge size because the combined effect of taking this feat twice keeps him from shrinking to the in between size category.

Seadog (Water-based Vehicle)
Character gains a +2 competency bonus to Pilot and Navigation while in water-based vehicle mode. This is similar to the Spacer feat except applies to water activities.

Self Manipulation (Weapon)
This feat grants the Weapon transformer character the ability to aim and fire itself without the aid of someone else. The attack is at the character's normal ranged attack bonus. If they allow another character to wield them, they gain a +2 synergy bonus to the attack roll.
Normal: Without this feat, a Weapon transformer has to rely on someone else to aim and fire granting a +2 synergy bonus to their attack bonus.

Six-Changer Mode (General)
Perhaps the most complex, the transformer character with six modes chooses six different forms that must span all of the given options: robot, vehicle, animal, and equipment. These are basically considered one-robot armies.
The same rules for transforming as described in Alternate Mode applies to Six-Changer characters. This feat must be chosen at first level.

Speedy Transformation (General)
The Transformer character can change modes as a free action due to intense training.
Required: Dexterity 18
Benefit: The character can transform at an increased speed requiring less concentration and resulting in fewer mistakes. It doesn't matter how many modes the character has, it can change to any other mode without possible hindrance.
Note: The character is still limited to only one transformation per round. The feat can be stacked to add one additional transformation. The maximum number of times the character can transform cannot exceed their number of attacks per round.

Stealth Mode (General)
Noise given off by engines and radiowave echoes are dampened in order to disappear from visual scanners and listening devices.
Benefit: Characters with a stealth mode and have it activated gains a +20 circumstance bonus to Move Silent. This bonus applies to vehicle modes only and is also effective against radar and sonar.

Strength of an Animal (General)
Character benefits from quadruped strength even if they do not have an animal mode or a crane or towing type vehicle mode. This applies to all modes of the character.
Benefit: The character gets the quadruped multiplier instead of biped multiplier when figuring out carrying capacity for creatures larger than medium and for having tremendous strength.

Superior Agility (Land-based Vehicle)
Capable of doing acrobatic maneuvers while in vehicle mode.
Benefit: A character with Superior Agility can make Tumble skill checks in a land based vehicle mode to do flips and rolls without losing speed.
Normal: A character in a land based vehicle mode can only swerve to avoid damage.

Superior Speed (General)
With this feat, a transformer can increase their movement rate. It can be taken multiple times where the effects stack with each other. Each time it is taken, the character adds 10' to their base speed for robot and animal modes, and vehicular modes increase mph by 10 miles and range increases by 1/2 of current range.

Tail Slam (Animal)
This feat allows the animal transformer to utilize it's tail as an effective slam weapon. The tail deals 1D6 bludgeon damage per size category plus full strength modifier
The character has to have a tail in one of it's modes in order to qualify for this feat..

Terrain Adaptability (General)
In animal form, character gains a bonus to actions while in a specified land terrain type.
Required: Animal mode that fits the terrain type.
Benefit: While in a specified terrain type (jungle, swamp, underwater, etc.) robot gains a +2 to attack rolls, Reflex saving throws, skill checks and AC. Further more, movement penalties incurred by terrain are negated. All this is a reflection of training and knowing how to use the environment to your advantage. This feat can be taken multiple times where the effects do not stack. A different terrain type must be chosen each time.
Special: If the character has any non-animal, non-robotic mode, this feat can not be utilized while in that mode. Multiple terrain types do not cause the effects to stack.
Normal: There are no specific penalties for being in a certain terrain other than hampered movement from terrain.

Thick Armor (General)
Armor plating is thicker than normal making the character much harder to damage in combat at the cost of speed.
Required: Animal mode, Warrior class
The hardness of the character is doubled and is applied against all forms of attacks and in all modes. The weight of such armor slows the character down to half of the base speed.

Triple Changer Mode (General)
The transformer character has a robot mode (required), plus two other forms of any mode. The triple changer cannot have more than two robot modes. A character can be a robot/ jet fighter plane/ helicopter for example, or it can be like Punch/Counterpunch with two robot modes and one vehicle mode. This feat must be chosen at first level.
Characters like Metroplex and Punch/ Counterpunch are in essence triple changers even if not classified as triple changers. These kinds of robots can utilize the Triple Changer Feat without being titled 'Triple Changer'.
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Alt Mode: Datsun 280 ZX or Dodge Viper
Strength: 5
Intelligence: 5
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Rank: 5
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Re: transformers d20 rpg

Postby Blackstreak » Fri Feb 22, 2008 11:59 am

Motto: ""I'm stronger than I look, but not as strong as I think I am.""
Weapon: Laser Rifle
Universal Gadget (General)
This feat allows a Transformer character to have access to weapons and accessories in all modes which otherwise could only be used in one mode, or in specified modes. The weapon or accessory can be utilized by built-in hatches, storage places modified to open up, etc. Weapons are considered to have a forward fire arc unless otherwise noted. Accessories can be used in the same general location as installed in all modes and have full capabilities.

Unusual Maneuverability (General)
This feat enhances the robot character's ability to maneuver. The character with this feat benefits from it in several ways. (1) They may either retain or add their Dex modifier to AC in situations where it would normally be denied. (2) Increases maneuverability by one level, or gains hovering ability. (3) Gains flight speed equal to robot speed in all modes. (4) Allows the Jump skill in Equipment mode at a -5 penalty.
Normal: Without this feat a water-based vehicle is denied it's Dex bonus to AC (except submarines), equipment modes have no personal mobility, and Jump skill is only usable in robot, land-based vehicle (provided there is a ramp or some similar device), or animal modes.

Equipment
In this chapter is a description of weapons, specialized armor types, accessories and features available for a Transformer character. Each character is given a form of currency called 'energon' to purchase their equipment. Some items are usable in one mode only, others are usable in several modes, while others require the Universal Gadget feat to be used in all modes. Armor never requires the Universal Gadget feat.
Features are special capabilities that can be utilized by the weapon, armor, or accessory. Some features actually are required by some character types. For example, an Armada character must come with at least one Mini-con Mounting feature on his armor. A Headmaster must have the Removable Appendage (Head) feature.

Weapons
The weapons of a Transformer are perhaps the most essential pieces of equipment because of their constant state of war. Every transformer, war-like or peaceful, has at least one weapon. Weapons come in many shapes, sizes, capabilities, and types as well as accessing several forms of energy ranging from fire to anti-matter. This section describes the three kinds of ranged weapons as well as melee weapons within the transformer genre. Melee weapons will be described first.

Melee Weapons
Melee weapons is basically anything that requires close combat to use. These weapons include swords, axes, fists, kicking, and head butting. Swords and such other weapons is already understood to be lethal weapons and are treated as no different. But using fists is another story.
Because Transformers is a race of metallic creatures, fists are considered to be natural and lethal weapons- even towards other transformers. They are bludgeon weapons that can leave huge dents in the hide of your opponent. Used against flesh creatures and they become even more lethal. All such natural weapons include: fists, feet, headbutt, claws, fangs, and similar attacks. Claws are slashing weapons. Fangs are piercing weapons.
Damage dealt by such attacks is according to the size of the robot and follows the same rules for applying the strength modifier. For animal mode characters the damage and strength modifier applied for natural weapon attacks doesn't change. All natural weapon attacks ignore hardness.

Size Damage Size Damage
Small 1D4 Huge 1D10
Medium 1D6 Gargantuan 1D12
Large 1D8 Colossal 1D20

Ranged Weapons
The initial ranged weapon that the character begins play with should be the same size as the robot in size category. Example, Bumblebee is a medium sized robot equipped with a laser handgun that is a medium sized weapon, he can wield it with one hand, two if he wants a steadier aim.

Weapon Sizes
There are just as many different sized weapons for transformers as there are for humans. Transformer weapons are always 2 sizes bigger than the human counterpart. A pistol in the hands of a human would be unusable by a transformer, but a transformer's pistol would be a rifle to a human. The same laws for humans apply to transformers regarding how many hands that can be used. A weapon that is the same size category or up to two sizes smaller than the robot can be used one handed. Weapons one size larger must be wielded two handed or can be mounted. Anything two sizes larger can't be wielded, it has to be mounted instead (provided the robot has the capacity to do it). Weapons that are three sizes or larger can't be used by that robot whatsoever.
Transformer weapons are broken up into types according to the sizes. Pistol (small), handgun (medium), rifle (large), launcher (huge), cannon (gargantuan), and battery (colossal). What the character decides to call his weapon has nothing to do with the weapon size (more on that later).

Calling Your Weapon Names
Players can refer to the energy chart provided on a separate page to get an idea on what to call their weapon. All of the names and effects were directly drawn from the original tech specs.
When it comes to creating a personalized weapon, there are very little if any restrictions.

Ranged Weapon Ammunition
There are three kinds of ammunition: energy, artillery and sonic. Artillery weapons use slugs such as bullets of any given caliber. Energy weapons use a concentrated form of, well, energy that can take different forms like laser, x-ray, or photon (the Autobot's favorite type). Sonic weapons are just that: sound. They are only defended against by sound dampening fields and "ear plugs." Each of these kinds of ammunition are described below.

Artillery:
Slug weapons, called artillery weapons, use bullets of a given caliber. Such calibers include: .22, .25, .357, .38, .45, 7.65 mm, .9 mm, 30-06, 5.56 mm, 7.62 mm, .30, 5.62 mm, 7.62 mm, .50, 14.5 mm, 12 gauge, 20 mm, 30 mm, 40 mm, 50 mm, 66 mm, and 90 mm. These slugs, as you can see, range from pistol size bullets to cannonballs. Slugs can only do "damage" as it's effect. Some have the capability of doing an area effect (damages multiple targets in a given radius) while others are target-effect (they damage one target per slug). Area effect weapons roll one attack and roll damage once. Anyone within the area whose AC is beaten takes damage. The same damage applies to all hit targets.
Artillery has many different forms: bullets, rockets, missiles, landmines, depth charges, shells, bombs, and grenades. Bullets are the ammunition for the typical handgun or rifle. They were listed above by caliber.
The short coming of having artillery-type weapons is that your target gets the full effect of their hardness. Artillery weapons have been adjusted to do enough damage to equal the Hardness on an average die roll result when shooting at an opponent of equal size. And of course, the higher the die result, the more damage that gets past the hardness. For humans this is an impossibility short of using ballistics.
In the below listing of artillery types (which is by no means the entire list available for players to choose from), is a damage range for that particular caliber of bullet. Damage listings in the first column is for the human sized weapons whether they were single shot or automatic. The biggest difference between handguns and rifles was range and size of weapon, not damage. But for transformers, the technology is by far superior and very different. The second column is an adjusted range of damage for transformer weapons. Take note that a transformer caliber is not the same caliber as the human scale except only in correlation. A human 9 mm might actually be .50 AE on the transformer scale. Remember, the transformer scale is 2 sizes bigger than the human scale.
Note about caliber: each caliber should have a some kind of capability that distinguishes it apart form the others. Some calibers may be best used for this size gun, certain classes can use only these calibers, etc. This may help to avoid the largest caliber being picked every time.
I have adopted the weapons chart for handguns and longarms from the D20 Modern book and adapted it to a condensed version. For weapons that are off the scale in size such as the mounted weapons for Metroplex, increase the damage by 1 die and 2 die sizes. This chart has been adapted to the use of handguns and longarms and do not apply to missiles, rockets, launchers, etc. Those are on a different chart.

Human TF Pistol TF Handgun TF Rifle TF Launcher TF Cannon TF Battery
Slug Damage (Small) (medium) (Large) (Huge) (Gargantuan) (Colossal)
9 mm 2D6 2D8 4D8 5D10 5D12 8D8 7D10
10 mm 2D6 2D8 4D8 5D10 5D12 8D8 7D10
.45 2D6 2D8 4D8 5D10 5D12 8D8 7D10
.50AE 2D8 2D10 4D10 5D12 8D8 7D10 8D10
.357 2D6 2D8 4D8 5D10 5D12 8D8 7D10
.22 2D4 2D6 3D8 5D8 5D10 5D12 8D8
.385 2D6 2D8 4D8 5D10 5D12 8D8 7D10
.44 2D8 2D10 4D10 5D12 8D8 7D10 8D10

The following section focuses on the missiles, rockets, and so on. I currently have rocket launchers set at 10D6 damage until a system can be developed. Grenade launchers is according to the D20 Modern chart which varies by type. The following a brief description of the different types of missiles and launchers.
Rockets and Missiles are about the same with the only difference being in projection. Missiles are launched by a device and are limited in range. Rockets have an internal fuel tank and after launching, are limited in range according to amount of fuel. For game purposes, their range is irrelevant, and thus, they will not do as much damage. Both can be guided by internal or external mechanisms. These weapons are also called ballistics.

Missiles: Notes:
Assault Specifically designed to break down defenses like a wall
Ballistic A really fast, intercontinental missile, usually has a range of 3,000 miles
Ballistic Buzz A really fast, intercontinental missile that makes a loud noise
Drone
Galaxial Explosive plasma and shrapnel rounds
Incendiary An area effect flamethrower
Mortar A solid block of cement, stone, or rock
Shrapnell Area effect similar to Incendiary if not the same
Stinger An insect mode weapon
TNT Pure explosive power
Torpedoes Underwater missiles
Pyro-beam Above water torpedoes of pure flame, does not operate like a flamethrower

Landmines are explosive devices that are buried in the ground and explode when stepped on or ran over. Some landmines can only be triggered when a certain amount of weight has been put on it like a tank. These are called anti-vehicle landmines and tend to have more explosive power to them. Depth charges are like landmines except they are chained to the bottom of a body of water and left to float. When a water-based vehicle runs into them, they explode. Landmines and depth charges can be set to go off when an intended target comes within a certain range of the device. They can also be set to a time limit like a bomb.
Shells are a metal casing with some type of liquid or energy inside. Upon impact, the casing explodes releasing its contents all over the target. Shells have a better chance at area effects than any other artillery (besides rockets and missiles). In some cases, rockets and missiles could be considered shells. In the Transformers genre, note that there were weapons such as photon rockets and thermal missiles, etc. Idealistically, you can create a shell-like rocket, missile, bullet, etc. that encases any kind of energy or sonic ammunition.
Shells: Notes:
Explosive Contains 50-200 lbs of TNT
Shrapnel-needle Thin casing of shards for area effect
Pellet Bullet sized energy encasements that explode on impact
Warhead Contains 4-in-1 rockets

Bombs are like missiles except instead of being launched, they are dropped on their targets. Grenades are explosive projectiles that are thrown or launched at the opponent. Upon impact they explode in a shower of shrapnel and TNT. With bombs, it is not so important to hit a specific opponent as it is to hit the area that is occupied by the opponent. Follow the rules for hitting an area when using bombs.
Bombs: Notes:
Cluster Contains multiple smaller bombs for a greater area effect

Energy:
By far the most common weapon of the Transformers, energy weapons have the widest spectrum of ammunition. I have tried to break them down into different categories, or types of energy. Weapons of the transformers tend to vary in ability and share common names. Photon is a perfect example of this where in one weapon it freezes targets, in another it's a blinding weapon by destroying photon particles in the optical sensors, and yet a third weapon can hypnotize.
There are two settings for energy weapons: primary function and secondary effect. Not all weapons have secondary effects, but most weapons with a secondary effect also utilize the primary function. Yet, again, there are a rare few that can deal the primary function at the same time as the secondary effect.
The primary function of energy weapons is to deal damage like artillery weapons. Because of the nature of energy, hardness is not as effective in reducing the damage. Targets of energy weapons may only benefit from half of the total hardness value.
Secondary effects of energy weapons is anything that can not deal damage. Some of examples of secondary effects is causing blindness or creating whirlwinds. The secondary effect typically ignores natural armor (treated as ranged touch attacks) and hardness (but not always). Some of these weapons deal damage when they cause the secondary effect (like the torque weapon). For these weapons, that is not a secondary effect, but the primary function and thus do not deal damage twice over.
Damage that energy weapons deal varies according to size of weapon rather than what kind of energy is used. Each type should include special rulings on damage and how they effect the target. As a general rule, guns with a spell-like effect would deal damage or have it's intended effect as described by the spell. The character's level would act as the caster level when applicable, this has the added benefit of growing in efffect as the character gets stronger and higher up in level. Damage listings are for the pistol size. To find the damage dealt for larger weapons cross reference with the below chart. The values given is a gradual damage increment.
In each row is an energy type that gives a general idea on damage dice used. This is to serve as a general guideline. Ranges can be found at the end of the weapons section.

Pistol Handgun Rifle Launcher Cannon Battery
Secondary effect, Sonic 3D6 2D10 3D8 5D6 6D6 5D8
Laser 2D10 4D6 3D10 6D6 5D8 5D10
Electricity, Radioactivity 3D8 3D10 6D6 4D10 4D12 5D12
Anti-matter (only) 6D10 7D10 8D10 8D12 9D12 6D20

The damage increment pattern established for artillery weapons should be an ample progression. Energy and artillery damage ranges should not be too far apart. The advantage for either one lies in it's interactivity with hardness.

Air-
A rather loose title, weapons of this nature tap into the laws of nature regarding wind, gravity, polarity, and so forth. These weapons include ranged bludgeoning weapons. With the exception of the bludgeoners, these weapons are on a secondary effect basis. They deal damage with the secondary effect of losing balance, floating off into space, etc.
Type Damage Notes
Air Compression 3D6* Creates winds dealing torque damage in the thousands of psi
Anti-gravity - Alters density of target to float them off into space- AKA Gravito-(x)
Atom Smasher 3D8 Bludgeon weapon that hammers target at the molecular level
Cyclone 3D6 Creates gale winds around the target measured by mph
Electro-laser 2D10 Secondary effect of 'Hold (whatever)' by reversing polarities of target
Gyro-(x) 3D8 Provokes balance check on all actions for duration = user's Con in rounds
Photon Laser 2D10 Magnetizes microcircuits of the target- whatever that means
Repulsor - Uses air pockets to push opponent away- a defensive weapon
Torque 3D8* Creates rotational force

* damage is per thousand of psi. To determine actual psi, roll 2D6 x 10,000- this needs work. Air Raid has a torque rifle that has 80,000 psi and shreds just about anything, even a city block. Area effect?

Acid-
There are many forms of acids in Transformers. The base acid used ranges from hydrochloric acid to salt based acids derived from the ocean waters. All of them have the same effect but not necessarily the same chemicals. Acids permanently eat away natural armor and hardness. The only thing that can restore the natural armor and hardness is the complete replacement of affected areas. Perhaps the most effective weapon, acid also continues to deal damage every single round and the effects from multiple hits accumulate. These weapons are considered to have primary function rather than secondary effect.
Type Damage Notes
Acid Rainmaker 3D6 Creates an area effect acid storm around the target
Corrosive Gas 3D6 Area effect rust cloud that permanently reduces Hardness (Fort save)
Electro-venom 3D8 A mixture of electricity with the acid forming a type of poison
Hydrochloric Acid 3D8 Creates rust (Fort save)
Jawbreaker 3D8 A corrosive weapon with a personalized name rather than a description
Maceration Laser 2D10 Salt-based corrosive
Nega 2D10 Breaks down target at the molecular level
Rust 3D8 Oxidation of iron in the steel skin of the target
Sandblaster 3D6 Silicate particles derived from using sand to cause erosion at a rapid rate
Slime 3D8 Corrosive liquid whose source can only be imagined
Stinger 3D8 Like the bee sting, it mixes toxins, corrosives and explosives together

Cold-
Not very accurate of a grouping name, cold weapons freeze their targets by one means or another. Similar to fire, it may force a Fort save to resist the freezing effect but not the damage.
Type Damage Notes
De-kineto Special Treat as a Coldball w/ Hold Person as secondary effect.
Liquid Nitrogen 3D6 Liquid form of the chemical, it will freeze on contact and easily shatter.
Photon 3D6 Type of photon that deals internal damage as a secondary effect (Fort save)
Thermal 3D8 A freezing effect that has nothing to do with it's actual definition
Vaporator 3D6 Uses a liquid nitrogen and acid mixture that evaporates fuel

Electricity-
All weapons that uses electricity is a primary function. These weapons typically overload the target with some type of particle like electron, neutron, proton, electrostatic, etc. They may also short circuit, which is ultimately what happens with overloading. Whether the weapon short circuits or overloads, the target is left non-functioning all the same. These weapons may call for Fort saves to resist the overloading or short circuiting effect, but not the damage dealt.
There is also weapons in this category that deal damage by causing magnetism. The weapon hits the target and the target suddenly becomes a magnet for every piece of metal in a given radius. Or the target may end up ripping itself to pieces because the atoms were negatively magnetized and thus repel each other. This magnetism may or may not be a function of electricity, but it occurs from the interaction of atoms.
These weapons can be measured in thousands of volts or even mega-watts. The simplest way to do this is use the lightning spell or one similar to it and modify how it takes form. What produces the desired effect has little bearing on the effect unless someone happens to have a resistance to a certain form. As an example, Galvatron creates his electrical ammunition through chemicals on a direct current. It is effectively the same result as Bluestreak's lightning rifle although Bluestreak's weapon is not chemically based.

Type Damage Notes
Electricity 3D8 Any weapon with electro, lightning, etc in title
Energon 2D10 Laser-type Overloader
Magnetic Inducer 3D6 Causes metal attraction or detraction
Magnetizer 3D6 Metallic detractor that rips target to pieces
Null-ray 3D6 Short circuits
Override 3D6 Overloader w/ explosive results

Fire-
This energy type consists of flame and heat. The primary function of these weapons is to melt down the target's defenses and burn them to a crisp. Typically measured in the thousands of celsius degrees, these are not weapons to sneeze at. Though limited in range, they are considered ranged touch attacks.
Type Damage Notes
Acetylene 3D6 Weapon form of an acetylene welder
Arc-welder 3D6 Referred to by humans as stick welding, turned into a ranged weapon
Blowtorch 3D8 Secondary function of the acetylene, it cuts through steel quite effectively
Fireball Special 'Fireball' spell
Flamethrower 3D6 More effective than the welders, described in the D20 Modern
Friction 3D8 Heat from kinetic energy produced by rubbing components together
Heat 3D8 Turns target into pool of slag from heat, similar to Thermal.
Incendiary Special 'Fireball' spell used as a flamethrower
Infrared 3D8 Electromagnetic energy that cranks up the heat to 8,000 degrees C.
Lead 3D8 Liquid form that is heated to extreme temperatures for melting target
Oxidating Laser 2D10 Fuses internal mechanisms together as a welder
Solar Energy 3D8 Harnesses the power of the sun into a beam of up to 10,000 degrees C
Thermal 3D8 Heat converted into an energy

Miscellaneous-
The weapons in this list did not fit in any other category. They have no direct ties with each other, they just have effects that are different. These weapons are all considered to be secondary effects weapons unless stated otherwise.
Type Damage Notes
Catalytic Carbine 3D8 Small weapon requiring 2 hands, uses various chemicals
Decrystallizer 3D6 Ignores Hardness, damage dealt at molecular level
Destructo-(x) 2D10
Disintegration 2D10
Disruptor 2D10
Foam Gas 3D6* Energy dampener, short circuiting weapon, could be extinguisher
“Glass” Gas 3D6 Chemical gas that converts target's natural armor bonus to that of glass
Maser 2D10 Microwave Amplification through Simulated Emission of Radiation
Molecular Disruptor 2D10
Particle 2D10
Pom-Pom 3D8
Softening (x) 3D6 Turns target natural armor into that of rubber
Stress 3D6 Invokes metal fatigue that permanently reduces hardness
Vibro(x) 3D8 Causes target to rip itself apart w. intense vibrations
Viper 3D6 Paralysis secondary effect weapon

*Foam Gas absorbs incoming energy attacks with a successful counter-attack roll. The larger the weapon that the incoming attack came from decreases the Ac to hit but also the amount absorbed. To determine how much of incoming attack is absorbed, both attacker and defender rolls damage. The amount of the attacking weapon is reduced by the amount of the defending weapon. If the attacking weapon amount exceeds the defending weapon amount, the difference is dealt to the original target.

Radioactivity-
Any weapon described as being electromagnetic energy is radioactive. This does not necessarily mean it is ionized radioactivity(the stuff that if produced in nuclear power plants). Light produced from lamps is a radioactive energy, but not ionized radioactivity. These weapons are primary function weapons where the particles deal severe damage by ripping the target apart at the molecular levels. This group has close ties to the Electricity group of weapons.

Type Damage Notes
Anti-matter 6D10 Rare energy*
Fusion 2D10
Ion 3D6 Effectively a short circuiting weapon
Laser 2D10 Light Amplication by Stimulated Emission of Radiation
Neutron 3D8
Plasma 3D6 Explosive energy spheres that short circuit
Proton 3D8
Radiowaves 3D8 Gamma, X-ray, Infrared

*Anti-matter is a very rare and powerful energy. Currently only two transformers can even handle it: Megatron when he interdimensionally hooks up with a black hole, and Metroplex. Both utilizes the power through weapons that are larger than a pistol. As can be seen, 6D10 damage just for a pistol is quite powerful. DM's should put a lot of thought into letting this in their game aside from those who all ready have it. There should never be an actual anti-matter pistol due to the complexity of such a weapon and the kind of insulation needed. Anti-matter should be restricted to launcher size and available to robots of at least Huge size.

Spell-like Effects-
These weapons seem to have effects on targets similar to D&D spells. These weapons will operate exactly like the spell named. The effectiveness of the weapon (damage, saving throw DCs, duration, etc.) is according to character level (replacing caster level). Range of the weapon is not by spell, but by weapon size and invoke saving throws as applicable. Many other spell-like weapons besides those listed here would easily fit in this category but are listed else where because of some other property (such as the Fireball weapon).
D&D spells tend to do one of two things: either they required a range touch attack, or they incurred a saving throw. Spell-like weapons requires both a ranged attack (not a touch attack) and, if applicable according to the spell description, a saving throw.
Type Notes
Accelerator 'Haste' but invokes a concentration check for every action and movement
Adhesive Glue 'Web', +10 DC v- humans
Blinding Black Beam 'Fog Cloud' in a beam form, the cloud is black and oily that sticks to metal
Crusher 'Bigby's Grasping Hand' or stronger but forms energy bands, not a hand
Crustation 'Hold (whatever)' in the form of hard, sticky scales, requires strength check
Decelerator 'Slow'
Flash Explosion 'Daze' but effects everyone regardless of Hit Dice
Hologram Any illusion spell that creates visual and audible effects- not hypnosis type
Hypno 'Hypnotism' or more powerful versions with the same or similar effect
Light 'Power Word- Blind'
Photon Emitter 'Hypnotic Pattern'
Smoke Discharger 'Fog Cloud' or similar spell, the cloud is black and oily that sticks to metal
Stun Laser 'Daze' as secondary effect
Venom Laser 'Slow' w/ paralysis side effect- secondary effect weapon

Water-
The smallest category of energy weapons, these items utilize water in order to function. Some acid based weapons could be categorized here except that their main function does not relate directly to the use of water. Most of these weapons use compression and are considered to be a primary function.
Type Damage Notes
Tidal Wave-Maker 3D8 Creates tsunamis to swamp and sink opponents (Balance check)
Underwater Laser 2D10 As Laser but functions only under water via pressure
Water Laser 2D10 Uses high compression streams of water to pierce through target

Sonic:
Sonic weapons use sound as its form of ammunition. It attacks the nervous center of targets and unlike the other types, it can be used as an area effect touch attack, or as a single target touch attack. Armor and hardness does not protect against sonic weapons, however sonic dampeners and "ear plugs" can. The effects range from incapacitation to vibration damage. Sonic weapons are pretty nasty but you will find that the damage they deal will not be as significant. These weapons are only on the 3D6 scale as described previously.

Type Damage Notes
Concussion 3D8 Hypersonic explosion that causes knockback and knockdown
Sonic 3D8 300 Decibels
Sonic-(x) 3D8
Sonic Stun 2D10
Sonic Screamer 3D8

In many occasions, weapons were described as having a given amount of lbs of TNT, a voltage or Watts, a degree of temperature, decibels, psi rating, or mph. These weapons ratings are determined by multiplying it's appropriate rate by 1D10. Some weapons have a rnds p/ second or minute in which this is determined by the type of weapon and requires a full round action to fire off all those rounds of ammunition.

Weapon Ranges
Determining the range of transformer weapons is guess work more than anything else. Transformer pistols should share the same range increments of human pistols and handguns. Transformer handguns have the same range as human rifles. Working on up the scale, a transformer weapon has the range increment of a human weapon that is “one size bigger.” This means that if you took a transformer rifle range and compared it to a human weapon, it would equal out to a launcher which is one size bigger than a rifle regardless of whether it's human or transformer scale. I have compiled a chart for easy reference. For the weapon type listed after range increments, those ranges are for that specific type and size as given in the DMG.

Human Transformer Range
Weapon Weapon Increment Laser Antimatter
Handgun or Pistol - 10' – 40' 40'
Rifle Handgun or Pistol 30' – 120' 100' 120'
Launcher Rifle 70' – 150' 160'
Cannon Launcher 110'-300' 220'
Battery Cannon 200'-500' 280'
- Battery 350'-1000' 340'

Range Increment is only a generalized guideline derived from D20 Modern.
It is possible to increase the range of weapons through accessory slots. Each slot put on a weapon can double the increment. Some weapons have a range increment of literally miles and they are not missiles or rockets. Range increases can also be purchased through weakness compensation.
Rockets, missiles, torpedoes and the like have a range increment of a dash (-) unless specified otherwise. Short range launchers are classified as a medium range (100' +10' /character level).

Weapon Features
This section describes a variety of customizations that can be done to weapons. They add a little flavor and perhaps some bonuses not available to standard equipment. Each one gives a brief note on effects they have. Weapon features that specify rockets and/or missiles can only be used on those kinds of weapons. Features that do not specify can only be used on handguns, rifles, cannons, etc. They might be beneficial for a missile launcher, for example, but not for the missile itself.
Weapon features are purchased from the accessory slots that every character has available. Accessory slots are described later.

Weapon Features List:
Arm Stock
An extension added onto the handle of the handgun for bracing against shoulder. The effect is to reduce recoil and increases range by one quarter. Rifles come already equipped with such a device and is typically irremovable.

Armor-piercing
Whatever ammunition this weapon fires gains the ability to ignores Hardness and shield bonus of targets AC (ranged touch attack).

Automatic
A full round attack action where one attack is made and your attack roll determines how many times your target was struck. Target is hit once plus one for each 3 points that the AC was bested by. Replaces the single-shot default setting of the weapon.

Beam/ Ray
Weapons attack is in the form of a ray. Available only to certain types of energy attacks which includes cold, electricity, spell-like effects, and water weapons. Replaces the bolt default form of ammunition.

Bolt
Default setting of energy weapons for purpose of what shape the ammunition takes when fire. One attack produces one bolt.

CO2
Propellant w/ limited range for artillery. Range is decreased by one quarter plus damage is increased by 1D.

Computer Encoded Image
Targeting system for rockets and missiles where a photo is fed into the projectile's computer before launch. The projectile's computer array reads the picture and tracks down that image to destroy it.

Disc shaped ammo
The ammunition takes the shape of a flat, round disc with teeth replacing the Bolt form. Because of the aerodynamics of the weapon, it takes a -2 penalty to hit but increases damage by 1D. Replaces the bolt default form of ammunition.

Double Barrel
Two barrels instead of one, each with their own trigger for single or double fire. The weapon is treated for 2-Weapon Fighting where the second barrel grants an additional attack with the “off-hand” at a -5 penalty.

Energy-zapping
Directly attacks the energy veins of the target. Weapon's threat range is doubled.

Flight Pattern
This specifies the location of the weapon's launch to the destination location of the weapon. Most missiles and rockets are considered to be ground-to-air by default. Other options available are: air-to-air, air-to-ground, and underwater. Torpedoes are typically underwater but some can be underwater-to-air. There is no real benefit to choosing a flight pattern. In fact, if you try to use a missile, rocket, torpedo, or similar in a flight pattern that it's not designed for, the attack suffers a -4 penalty to hit.

Heat Seeking
Targeting system for rockets and missiles where the weapon finds ands tracks a target by it's heat source. A heat seeker is good as long as it has fuel.

High-impact
The impact of the ammunition alone does an extra die of damage to target.

High-powered
Requires a stronger power source than typical for that kind of weapon. The weapon requires the use of a powerpack that has to be recharged after 25 shots. The trade off is increased range by one quarter and +1D in damage.

High-energy
Uses up more energy than is typical for that kind of weapon. The weapon drains 5 wound points from user every time it's used. The trade off is increased range by one quarter and +1D in damage. This draining effect cannot be reduced or redirected in any way.

Independantly Targetable
Missile or rocket feature where the larger missile splits off into four smaller warheads. Each projectile can than be directed to individual targets as a free action. Each smaller rocket requires an attack roll and does not incur a penalty to the attacks. However, to use one is a full round action. Two can be used as a full round action with the spending of a feat slot.

Laser Scope
Targeting array that uses a red beam for improved aiming potential. Grants a +2 circumstantial bonus to the attack roll.

Laser-guided
Targeting array for rockets or missiles where a laser finds a target and like a magnet, pulls the rocket or missile to the target regardless of fuel amount. The use of this accessory only requires the use of Lock-On Targeting feat but negates the need for an attack roll.

Leaf Imaging
Scope array used for night time targeting. Uses infra-red as a visual to negate darkness penalties on the attack roll.

Linear mounting
Multi-directional mounting that gives a fire arc in all possible directions except towards the user.

Linked
With one attack, multiple weapons that are linked to the same trigger will hit the same location of one target to punch through armor and shields. Damage from all applied weapons are treated as one attack as a full round action.

Lock-on
Targeting system where the rocket or missile is preprogrammed to a specific target before launching. This is accomplished by rolling the attack and holding the attack action for any given time. The attack roll is then applied at the time of launch.

Magnetic Homing
Searches out and locks onto magnetic traces in mechanical targets. There is no penalty for range to the attack roll.

Mercury-tipped
Artillery ammunition is coated with mercury to create a glow while in contact with oxygen at high speeds. This serves to correct aim while in a darkened area or nighttime firefights.

Motion Seeker
Targeting system for rockets or missiles where the projectile tracks and locks onto moving targets by their movement. Projectiles are limited in range by fuel capacity but this is easily compensated by a high rate of speed.

Neutron Power Pack
Increases firepower of weapon by 50%. After rolling damage, add another 50% to the result (rounding down).

Optional Dual Barrel
Weapon can become single or double barreled weapon. Switching between the two is a move-equivalent action.

Pulse
Releases several charges with one attack. The number of pulses is determined by the attack result where pulses equals one plus one for every 5 points that the target's AC is bested by. The pulses are slow and difficult to aim, thus each extra pulse suffers a cumulative -2 to the attack roll.
A character may have shot off four pulses with an attack roll of 45 against an AC 35 (45, 40, 35, and 30). 45 is reduced by 0, 40 is reduced by 2, 35 is reduced by 4, 30 is reduced by 6 for ending results of 45, 38, 31, and 24. All but the last one hits and deals damage.
Replaces the bolt default form of ammunition.

Retractable mounting
Weapon can be tucked away into a compartment. This is the only method usable by wrist-mounted accessories where it replaces the hand. Mounting allows access to a weapon while in vehicle mode but does not confer the proficiency of using that weapon. Using the weapon in vehicle mode entails the -4 penalty to attack as a circumstance modifier.

Rocket-propelled
Ammunition has it's own fuel supply with a range limited by the amount of fuel. Rockets have a virtually unlimited range. For non-rocket launching weapons, maximum range for the weapon is triple the range increment but negates range penalties at the same time.

Sawed-off
The barrel of the weapon has been cut down for increased range, but sacrifices accuracy, damage and increased recoil. Range increment is doubled, damage reduced by 1D and loses one attack per round. Attacks per round can't be reduced below one and weapon can't be used in conjunction with 2-Weapon fighting.

Scattershot
Weapon sprays ammunition in a cone effect. Weapon must have the Automatic accessory and the range increment becomes it's the maximum range with an arc of 60 degrees.

Scope
A gadget that is mounted on the top of the weapon that doubles the range increment of the weapon and grants a +2 circumstance bonus to attack. Can't be used in conjunction with Far Shot feat.

Semi-Automatic
Weapon rips off several shots per pull of the trigger. Target is hit once plus one for each 5 points that the AC was bested by. Unlike Automatic, it is not a full round action. Replaces the single-shot default setting of the weapon.

Silencer
Accessory that reduces the noise given off by weapon. Search parties looking for snipers are denied the +5 bonus to their skill check when a shot is fired by the sniper.

Single-shot
Default setting of all ranged weapons in terms of how many rounds are shot off per pull of the trigger. Single-shot rips off one round per attack roll.

Sonar Tracer
Targeting system for torpedoes that locks onto and tracks sonar frequencies. Some can be adapted to lock onto radar as well.

Voice-guided
Targeting system for rockets and missiles where the launcher verbally commands the projectile where to go by radio transmission. Can be specific to what degree of turn, up or down, left or right, etc.

Wire-guided
Targeting system where the rocket or missile is directed by remote control.

Armor
As it was detailed in the beginning, a Transformer is its own armor. They do not have to have armor proficiencies to use it, nor are they hampered by it in using skills (those are hampered by their weight). There are some who have specialized armor because their function calls for it. Inferno, a G1 firetruck has a special kind of armor plating called ceramic which allows him to endure higher temperatures than everyone else. This section describes those special kinds of armor available for transformer characters. Like weapons, they have to be 'purchased' when the character is first created.
Everything listed here is taken directly from transformer sources however, not all of what they do is understood. And so, some of them are left blank because there was no clear explanation in any of the resources. Notes includes genre information and examples and appears in the line below the entry.

Armor Types By Alloy

Armor Type/ Alloy: Protection:
Berillium Used for making barrels.
Ceramic Plating Invulnerable to Heat within certain degrees.
Durabyllium Steel Impervious to drilling and bludgeon weapons.
Irdium Plating Magnetic alloy that dulls the brain functions.
Malibdium Unbreakable, impervious to fractures and molecular attacks.
Polymer-steel Reduces artillery damage by ½.
Sillenium Steel Reduces critical hits and normal damage by ½. A smooth alloy used by Cheetor from Beast Machines.
Stainless Steel Resistant to corrosives and slashing weapons, +5 hardness bonus against both types.
Titanium Steel Resistant to energy weapons but prone to fire, +5 hardness bonus v- energy weapons, -5 v- flames. A lot of Decepticons were constructed out of this alloy.
Tironium Unknown.
Trilithium Fuel tanks were made out of this alloy.
Trythillium Steel Double natural armor bonus to AC. The best protection available and rare.

The Shield
One option open to Transformer characters is the use of a shield. Typically this shield is a removable item from an alternate mode like a vehicle mode. This shield can be constructed out of any of the listed types or alloys but requires the character to be proficient with the use of one. Wreck-gar and Hot Rod both used shields in which the transformer's shield was the front tire and the latter's shield was his engine hood. Such characters can put the Shield Bash feat to good use. The shield can also have special properties to it as if they were magical items. There is no transformer who begins with the shield proficiency but they are not kept from gaining it later like a normal feats.

Armor Features
Aside from the function of armor regarding special properties and resistances, there have not been a lot of special features for armor. Spikes can be added for the usual benefits as described in the PHB, page 124 but this is not typical to Transformers. Unless they can retract, they actually more of a hindrance.
There are other forms of protection utilized by Transformers such as force fields and aerodynamics. Those kinds are more of a special power rather than being a feature of the actual skin of the transformer. For information on these, consult the Special Powers chapter.
Acidic Coating: Several Transformers have the feature in their armor to secrete some corrosive acid. The base varies but the effect is the same- it damages opponents upon contact. To use the acidic coating requires a successful grapple check and incurs a Fort save DC 10 + ½ character level + Con modifier. Each round afterwards, the opponent coated with acid must make a Fort save or take more acid damage. When the Fort save is successful then the acid has been neutralized. Cumulative grapples increases the acid damage by 1 point. Hardness is ineffective against acid. Other types of coating can cause other effects like rust rashes, etc. A transformer using an acidic coating is immune to their own acid.
Mini-con Mounting: For Armada characters only, a transformer must be equipped with at least one mounting to house a mini-con character. Armada transformers typically have at least one or two mountings that would unlock a distinct feature or power when the mini-con was attached. They would also have an additional one, two or more mountings that served as a storage post. Mini-cons are small sized cohorts that serve as Familiars to the Armada character.
Pressurization: The armor is designed for underwater activities. Reinforced to withstand underwater pressure avoiding implosions.
Pretender Shell: Pretender Transformers utilized a special outer shell that served as additional armor. For specific details, consult the Pretender Template.
Radiation Dampers: Armor is lined with a radiation damper that is effectively a damage reducer against any radiation form of attack. This is treated as DR 10/non-radiation.
Regenerative: Armor is composed of "living" mecha-organisms that regenerates spontaneously. The tissue regenerates 5 points of damage per round.
Rubber-coating: Grants a deflection bonus against shrapnel type ammunition

Accessories
Weapons and armors are not the only items available to Transformers to accomplish their tasks. At their disposal is an array of gadgetry that can prove to be useful in situations. These tools serve to better equip the character for survival in other areas besides combat. Tools are useful in overcoming terrain difficulties, construction or demolition, emergencies, etc.
Accessories are not the same as weapons. Some can be used as weapons, but most of them are tools built into the robot. Let's take a look at how they can be incorporated into the robot character.
The first thing is mounting. Accessories can be mounted on the body, or on an appendage. There is also the built-in form where the item is stored inside a compartment. The common form of built-in is the wrist accessory. The fist slides into the wrist and the accessory slides out in place of the fist. Some robots opt for a wrist accessory rather than have a fist which works just fine. For the body mounted items, they can be placed on any of the following locations: shoulder (left or right), arm (typically the upper arm), leg (or thigh), and torso.
The second option is to have the item installed internally. This works effectively for devices but is not exclusive to them. The wrist socket can easily be classified as an installation due to the item actually being inside the body while not in use.
The final option is the hand-held. This is almost not worth mentioning because all transformers has at least one hand-held weapon (even if they didn't include it in the tech spec). However, for the ease of character generation, that one is not included. Hand-held is an option available if the character wants to carry an extra weapon, say for example, an energy sword.
How do you determine how many accessories a robot can have? Use the chart below. There are two different charts because Autobots and Decepticons did not follow the same guidelines.

Autobots Decepticons
Size Slots Weapons Size Slots Weapons
Small 0 0 Small 0 0
Medium 2 1 Medium
Large 5 3 Large
Huge Huge
Gargantuan Gargantuan
Colossal Colossal

The second column details the maximum slots for accessories. The third column details how many of them are available for extra weaponry. This includes missile launchers and any accessory that has a duplicate function of a weapon (spell-like effects not included).
Next is a list of items that characters can acquire. Each one takes up an accessory slot on the character. These items can be built-in, mounted, or hand-held as the player chooses unless specifically detailed in the notes. Many items come as part of a mode package that a player can choose for their character. These are free and do not count against the character slots allotted for equipment. All transformers are equipped with a communicator.
Detailed next to each item is a brief description of what the item can do and if applicable, how much is available, and the sturdiness of the piece of equipment. Some mimic magical spells and thus spell caster levels are replaced by character levels for determining their effect.

Accessories List
Am/Fm Radio
The typical Am/Fm radio with optional cassette deck and/or CD player.

Arc Welder
TIG welding, requires Craft (Welding) skill.

Circuit Sensor
?

Communicator
An installed device that allows communication with teammates and base while on the same planet. This device is standard to all robots and is set to a particular frequency of the allegiance. Only special tapping and decoding software can be used to eavesdrop or intercept transmissions through these devices.

Distortion Modulator
Scrambles cerebro pulses.

Drill Bore and Bits
A body mounted drill with diamond tipped bits, made of durabyllium.

Ejection Seat
Standard in fighter planes, this is a seat that can be ejected from the cockpit to spare the pilot's life. Can be useful in land-based vehicles also.

Electro-disruptor
Creates illusions, alter appearance as the spells by the same names.

Electron Microscope
A high powered microscope for viewing as small as the electron particles.

Electrostatic Battery
Stores charges of electricity that can be emitted via hands, weapon, etc.

Fire Extinguisher
A cylindrical red tube used for putting out fires. Follows typical rules for real extinguishers including what kinds of fires they can put out.

Flash Cube
For cameras, this item triggers a bright flash of light that disorients for 15 seconds.

Flight Wings
Grants character Flight speed in land or water vehicle modes. Speed, distance or duration are not yet figured out.
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Re: transformers d20 rpg

Postby Blackstreak » Fri Feb 22, 2008 12:00 pm

Motto: ""I'm stronger than I look, but not as strong as I think I am.""
Weapon: Laser Rifle
Fluid Dispenser
Basically this is a water jar for any kind of liquid that utilizes air compression to dispense the fluid.

Full Spectrum Beacon
Locks onto a missing character or an opponent used for tracking.

Grappling Hook
Typically mounted in a wrist socket or either fender of a land vehicle, includes 100' of steel cable.

Halogen Headlights
Bright headlights that increase the radius of visibility while in a dark area. If used against an opponent, will increase blindness penalty to one half. Can be upgraded to Zenon Headlights. Can not be used in full daylight.

Infrared Radiation Collector
Radiation detection apparatus. Gives +10 circumstance bonus to Search checks when looking for radiation emanations.

Laser Scalpel
Used by medics for surgical operations among other tools.

Levitational Wings
Grants user the ability to levitate themselves as the spell Levitation with appropriate weight allowances.

Mercury headlights
Powerfully bright headlights that doubles the area of visible illumination while in a dark area. Bestows blindness penalties that reduce all actions by one quarter to anyone directly facing the source. Can be upgraded to Halogen lights. Can not be used in full daylight.

MIG Welder
MIG welding tools and gas cylinders, requires Craft (Welding) skill.

Optical Distortion Projector
This item warps what the target sees causing delusions.

Oxyacetylene Torch/Welder
Acetylene welding equipment for melting or welding, requires Craft (Welding) skill.

Null-ray Module
Similar to the weapon except in a box form and body mounted.

Paralyzo Box
Renders targets paralyzed, requires a Fort save set by character level.

Pile Driver/ Jack Hammer
Tool used for breaking up cement and rock. If equipped in the arms, deals double the damage in dice in unarmed combat.

Radar Scanner
Detects objects in the air by using reflected soundwaves. Reduces the Search DC by 5.

Radial Saw
A revolving blade of diamond hard teeth that ignores hardness.

Radiowave Scanner
Receives radio broadcasts on multiple radiowaves including shortwave and police bands, and monitors them.

Rangefinder
Long distance targeting array, increases attack bonus by +2 and range by 1/2.

Rocket/ Jet pack
Body mounted thrusters for limited flight equal to 2x robot speed for CON modifier in minutes.

Rocket Thrusters
Grants the user Unusual Maneuverability as if having the feat or doubles rocket/ jet pack capabilities.

Satellite Hook-up
Send and receive audio or video satellite transmissions.

Security System
A system of laser wires and cameras for intruder alerts and observations. The DC to defeat is equal to the installer's skill in setting traps.

Sensory Equipment
Detects the presence of any property it is programmed to find. The available pieces of equipment are as follows: magnetic, ionic, electrical, gas, and metallic. When any of these are discovered, the apparatus gives all relevant information to the detected presence as follows: chemical composition, alloy composition, tensile strength, heat resistance, elasticity, density, and energy type.

Smoke Emitter
A box that emits metal attracting black smoke from tailpipe, weapon, etc.

Snow Skis or Board
Allows any non-snowmobile or non-water vehicle to travel across snowy terrain, are self propelled by thrusters requiring a Balance and Ride check.

Snow Tires
Tires equipped with retractable spikes for digging into ice and snow. Another method of accomplishing the same thing is to have chains wrapped around tires for traction.

Solar Collector Plates
Collects and stores solar power as an energy source. The robot or weapon is weaker when not in sunlight.

Solid-fuel Rockets
Paired item, uses solid waste for fuel but otherwise is the same as the rocket pack/ jet pack.

Sonar Scanner
Detects objects under water by using reflected soundwaves. Reduces the Search DC by 5.

Spikes
Can be installed in tires, defense bases, stations as a defense mechanism. They are retractable.

Titanium-belted Tires
Rubber tires laced with titanium that can secrete adhesive glue for enhanced maneuverability and for traversing vertical surfaces as per the description of the psionic feat Up The Walls.

Transmission Jammer
Interrupts communication capabilities of the intended target. Requires knowledge of the frequency to be jammed.

Water Skis
Allows any non-water mode vehicle to travel across the surface of water. They are self propelled by jets requiring Ride and Balance checks.

Zenon Headlights
Extremely bright source of light that triples visibility range while in dark areas. If used against an opponent, will increase blinding effect to three quarters. Can not be used in full daylight.

Special Powers
Now we will explore the special powers of the Transformers. Every now and then there is a Transformer character given a special ability. They were more common in, but not restricted to, the G1 Transformers than anywhere else. They always used up high amounts of energy and fuel to use it. What I have described in this chapter are powers known to exist in the Transformers genre. You can find these abilities being used or described whether it was a comic book, tech spec, or cartoon source.
These powers can often come from pieces of equipment installed into the robot. Sometimes they are effects that are a 'side effect' of the robot's chemistry. However these powers are gained and used, they are all characterized as extraordinary. Unless otherwise noted, powers are considered to have a duration of 'instant.' Powers that are duplicated spells will emulate the spell in effect, duration, point value, etc. and the 'caster level' is replaced by 'character level.' Any magical spell or psionic power manifestation can be duplicated as a special power.
A special power can be bought in place of a feat but only at first level when the character is first created.
As explained previously, special powers were accessible only to a few transformers. Those willing to pay the cost of energy to use them, did so. Others who had them but not so quick to pay the cost did not access them very often. The more powerful the power, the more energy got used up. Without a doubt, the most powerful one was the inter-dimensional hook up w/ a black hole that Megatron enjoyed. But he hardly ever used it. The full potential of that kind of power is unknown. The second most powerful is perhaps the ability to manipulate storms and use them as weapons.
Some powers in the listing duplicate the effects of weapons. These powers do not derive themselves from constructed weapons. These are side effects from having been created and will tend to be used on command, not at the pull of a trigger or push of a button. Those that duplicate a weapon ability will still be no different from the spell or spell-like ability.
In each entry of special power, there is a title and a number in parenthesis next to it. This number is how many wound points it requires in order to use it once. Some of the powers give special rulings such as to call up the power initially, some have a per round cost to maintain. Whether the power was successfully used or not, the points still get used.

Channel Electricity (50 to summon, 10 p/attack)
This power is a weaker version of Electrical storms wherein the character can call up and channel bolts of lightning like the Lightning spell. The only protection that can be used against it is rubber insulation.
Shrapnel can use this power to devastating effect.

Compressed Air (50)
This ability summons a pillow of compressed air giving the user a seeming solid surface to put their weight on. This is useful as a Feather Fall spell and operates just like it with the exception that the user can launch himself up into the air.
Windcharger can use this capability with a ceiling of 20 miles.

Earthquake (10 to summon, 10 p/ round)
Capable of ripping gaps into the surface of the earth, this power can literally cause havoc. By sending tremors into the ground, the vibrations cause the earth to split apart creating crevices that grow as fast as a human can move in one round. This power is just like the Earthquake spell in the PHB, page 198. The only difference is that the duration is restricted to the character's concentration.
Frenzy, Rumble and Sludge can use this power by stomping on the ground or converting arms into piledrivers.

Electrical Storms (75 p/ round)
This power is the ability to summon up electrical storms and rain down thunderbolts with devastating effect. Each bolt deals 1D6 per character level with no restriction to maximum damage and the storms hinder movement and visual sight by half.
Tigerhawk could summon storms in the Beast Wars saga and kept an entire ship from launching into space.

Elecromagnetic Emission Field (50 p/ round)
Taking the Move Silent skill, this power masks sound created from movement and creates a form of invisibility in low-light and darkened areas. It can be countered by infrared lighting. This power bestows a +10 circumstance bonus to the Move Silent skill as well as turns the user invisible like the spell in low-light and dark areas.
Ravage utilizes this power frequently.

Fear (30)
Able to strike fear into the very core of opponents, it comes naturally whether by form, action, tone of voice, or by your mere presence, the Transformer with Fear can shake the courage out of any enemy. May cause companions to be edgy and nervous around you as well. But it doesn't matter, that is what the Transformer with Fear enjoys doing. This power can enhance the feat Fearsome Presence if taken.
The Will DC for this ability is 10 + ½ character level + Charisma modifier. If the Frightful Presence feat is taken, then the effects and range of it are doubled and the Will save DC goes up by +10.
Dirge and Thundercracker are good examples of Decepticons who use fear to defeat their opponents. The Dinobots are fearsome in their dinobot mode.

Flight (10 p/ mile)
Just like the spell, this ability has to be maintained every round for the duration of the flight. The maneuverability of this power is Good and speed always begins with the humanoid rate of speed for walking. It can be increased through means of feats. The only hindrance to this power is that if the character is rendered immobile, it also loses the ability to fly.
Special: All Decepticons have flight capabilities regardless of mode.
The Dinobots can all fly as a special power except for Swoop who gets it from his Pterodactyl form.

Force Field (30 to summon, 10 p/ round, +5 v- missiles, +10 v- massive damage)
Can summon up a barrier of invisible energy that barricades from physical and energy weapons. It can not be broken and no attack made can bypass it. The only thing the field can not do is prevent Devastator (or any other robot at least two sizes bigger) from stepping on and crushing the user. The force field can be used to protect self, or shield an area. Depending on what the field has to protect against, the amount of and nature of damage, determines how much energy is used up. This power can be very draining even rendering the user inoperative.
Trailbreaker is known for his force field as well as being stepped on by Devastator.

High-Pitch Grating (10 p/ round)
This power disorients a single target and disrupts the electrical flow causing the target to malfunction.
Frenzy can use this power by using drums in his chest cavity and Jazz has a form of it when using his stereo system with light effects.

Inter-dimensional Hook Up (100)
By folding time and space, a Transformer can lock onto a black hole and channels anti-matter as a weapon. The most powerful weapon, it deals a number of D20 damage equal to the character's CON modifier.
Megatron the Walther P-38 and Megatron the Beast Wars tyrannosaurus are the only Transformers known to be able to do this and they did not use it often.

Large Wingspan (15)
This feat grants the character the capability of enlarging their normal wingspan to up to 10 times normal size. This will increase their flying class by one step and increase speed by 10 per multiple.
Required: Must have a flying mode.
Ratbat can increase his 1' wingspan to 10'.

Magnetic Field (20 + 10 p/ additional 1000 lbs)
By tapping into the metallic alloys in the area, the user of the magnetic field can attract or repel those magnetic metals with a thought. It allows the user to throw objects or even crush them. The damage sustained or the distance thrown are a function of the character's level.

Read Minds (10 p/ target, 1 x p/ round)
With this power, a transformer can monitor electrical impulses in the head to read it's thoughts and discern motives. This power grants a +10 circumstance bonus to Sense Motive skill checks and functions as a Detect Thoughts spell. The subject must be in sight for it to be used.
Soundwave has this ability and used it many times to protect Megatron from would-be usurpers.

Regeneration (10 p/ hit point, 1 p/ 11 wound points)
This power instills the character with the ability to heal from wounds. Unlike trolls, this power is not counteracted by any known damage type. However, the user is still subject to critical hits, massive damage, and death blows. The character has no control over this power in terms of when to use it or when to shut it down. When damage is sustained, regeneration kicks and to do the necessary repairs starting with any lost hit points before regenerating wound points. This power has little if any other downfalls to it.
Special Note: Some would speculate that at some point damage would become infinite. You never regenerate that last hit point because it requires wound points to regenerate wound points. Call it a phenomenon of transformer nature, but all wound points do get recovered. The cost seems to be more of a reflection on how long it takes to recover from damage sustained.
Rampage, or known as Project X in Beast Wars could regenerate every part of his body.

Resist Extreme Temperatures (1 p/ 12 pts absorbed)
This power is basically a Protection from Elements spell where there is no duration to it. The transformer character has no control over this power in terms of calling it up or shutting it down. It happens by itself but costs energy only when it is needed.
Elves can withstand temperatures between 32-100 degrees F. Goldbug can withstand temperatures between -150 to 180 degrees F.

Sandstorms/Wind Funnels (25 p/ round)
By using rotors, exhaust pipes, or some other device, a character can call up blinding clouds of dust and sand over a large area. This diminishes visibility and speed by up to three quarters. Wind funnels can throw opponents like hurricanes and even disorient the target. This power can only be used in areas with large quantities of sand.
Sandstorm uses this power in all of his modes.

Stroboscopic Effects (10 p/ round)
This power uses lights, sounds, and other effects to disorient or even neutralize enemies via optical and audio sensors. If strong enough, can impede cerebro pulses, energon flow, and short circuit opponents.

Teleportation (10 p/ mile)
Able to fold time and space, the robot can relocate themselves within a given distance. It creates a minor disorientation and if done incorrectly, can result in materializing inside solid objects. This is done just like the spell of the same name.
Skywarp is capable of teleporting up to a distance of 2.5 miles.

Tsunamis (20 p/ mile radius)
Able to create and utilize tidal waves, hurricanes and wreck destruction for miles around. Can even create vast floods.
Tigerhawk has this power at his disposal as well as Electrical storms.

Weaknesses
In the original transformer tech specs, there were three parts to them. Bio, weapons & abilities, and weaknesses. Creating a character talks more about their weapons and abilities than the bio or weaknesses. You can find specific information regarding these things by going back to the original tech specs or even find them in the comic books which is by far more informational. I've accumulated as many kinds of weaknesses as possible from the original sources and supplied them here in this chapter. I have also attached a copy of the original tech spec of each respective character for quick reference.
There were not many transformers who didn't have some kind of weakness. Some had multiple weaknesses. These weaknesses came from either a side effect from design, personality quirks, or even from bad components. One even has a disease that can eat him away if exposed to the atmosphere. Where ever this weakness comes from, there is usually some king of compensation. Compensation can come in the form of higher ability scores, increased skill points, extra feats, extra accessories- applied to the robot, it's weapon, or whatever, and the list goes on.
Weaknesses have been grouped into two categories: Mechanical and Character. Mechanical weaknesses are shortcomings because of material quality- what the robot is made up of that is not up to par. Character weakness is a shortcoming of personality, mental disposition traits, and so on.
As it stands right now, for every weakness, there should be one kind of compensation. There might be some that will give only a partial compensation, thus requires a second weakness. If a Mechanical weakness is chosen then compensation should come from increased number of skill points, extra accessories or features, an extra feat, improved Will save, or improved mental scores (Int, Wis, Cha) by 1D6. If a Character weakness is picked, then compensation should come from a special power (with limitations), improved physical ability score (Str, Dex, Con) by 1D6, improved Fort or Ref save, or even increased pain threshold.
This chapter is almost exclusively derived from the weakness section of the tech specs. Some of it comes from an overlapping from the bio section.
To determine how weaknesses your character has, roll percentile on the following chart. The weaknesses chosen can come from either character or mechanical lists.
% result # of weaknesses
01-25 None
26-70 1
71-90 2
91-100 3

Character Weaknesses
Many character weaknesses amount to the abandonment of comrades while in the heat of battle. This can be a serious set back to a transformer character when he suddenly realizes he's facing a dozen enemies by himself. Examples of this is Slag after he's bullied one too many Autobot companions, or Galvatron after he's had a tirade of insanity and accusing everyone around him of betrayal. Go figure.
Character weaknesses have to be taken into great consideration because many of them is a function of the player doing their roleplaying rather some gliche in the programming. Galvatron's insanity is considered a weakness because when Unicron was destroyed, the connection was destroyed. Something similar to a magic-user losing his familiar is what happened but on a permanent basis. That is the kind of weakness that should be taken into account. There are many transformers who have personality quirks but are not considered to have a weakness. The player should consider how a character quirk can be a weakness while the DM considers approves for it.

Adheres to superstitious beliefs
This character can by all means act like a monk on steroids. They have to do things a certain, preach about certain things, uphold to certain ceremonies. Even if the beliefs were self made. This can be nothing more than simple character roleplaying, or it can be a certain number rounds in combat have to be spent on a ritual before actually entering the combat. Whatever it is, it begins to get annoying to comrades who may entertain thoughts of your demise.

Aggressive
Violent by nature, the aggressive character takes it to the next level, even at the cost of their own life. These characters are basically a barbarian in a rage with no benefits from it. Treat these characters as having the barbarian rage without the strength and constitution boost but suffer all the consequences- penalty to AC, cannot perform actions that require concentration, and become fatigued at the end of the encounter. What these characters can do is deliver +2 damage with melee weapons, fists and natural weapons as if they had the strength boost.

Abusive
This is one of those traits that would most often lead to abandonment by comrades because of an abusive attitude whether it's physical or verbal. Refer to Berates Teammates description for more.

Arrogant
This is one of those traits that would most often lead to abandonment by comrades.

Berates teammates
More common within the Decepticon and Predacon ranks, berating is where a member constantly demeans another to feel superior. Sometimes it is in response to a screw up or failed mission. These characters do no see their own weaknesses but point out everybody else's. This behavior suffers a cumulative -2 penalty to morale checks whenever they are called for. The response to this kind of behavior can also retroactively become a more concerted effort by the team to succeed (even if just by fear of reprimand).

Bored
There would be nothing better in life than to get away from what they are doing for something more exciting. Transformers who are bored with their function take a -5 penalty to all non-combat actions and skill checks related to their function. Once they find something of what they would rather be doing, those penalties go away. When they are forced to return to their job they must make a new Will check.

Busy Body
Energy gets wastes doing tasks that mean absolutely nothing. Great amounts of time is tossed to the wind and nothing real is accomplished. These characters will find themselves to be objects of wrath to their leaders.

Careless
Apt to shoot themselves in their own foot, careless characters are either a cluts, or they just don't care enough but anything. A rare few lack competency. Regardless, for every action a careless character makes, they must make a roll to see if it actually gives the desired effect. For example, attacking an opponent stands just as much a chance of hitting the enemy as it does hitting a companion or even self. Projects have a tendency to fall behind or collapse (fail).

Cautious
Direct opposite of the careless one, being cautious can be a form of perfectionist. Being cautious means that it takes twice as long to do a task whether it's constructing a new building or taking aim on an enemy. The cautious character may gain a +1 attack rolls if they spent 1 extra round per attack before making it. If a character has three attacks per round, it takes them three rounds before they can make the attacks.
Being cautious improves the skill check by +1 for each length of time specified by the task. If a building construction project estimates the job to take 5 months, then the length of time is in the months. For each month beyond the first 5 improves the check by 1. The end result may be a building of superior quality, but there will also be a lot of ticked off contractors who will most likely not hire you again.

Code of Honor
Like the Paladin, a character who adheres to a code of honor is bound to certain restrictions. Restrictions can be from a pre-established set of regulations, rituals, beliefs, et. Or they can come from personal superstitions. If a character establishes a set of codes to follow and breaks them, there is a penalty to gaining experience equal to the gravity of the breach of code.

Control freak
This is the kind of character who has to at least feel like he's in control. Doesn't necessarily mean they are, but they tell themselves it's under his control. Every time a situation takes a unexpected turn, the control freak must make a Wis save or suffer the effects of giving to fear. They panic and may even turn tail and run.

Cowardly
Character couldn't stand up to a fair fight if his life depended on it. At every encounter must make a Will save or run to fight another day.

Depressed, Despairing, Melancholy
Similar to Undetermined, the melancholic character can't seem to get motivated. At every encounter, this character must make a morale check just to get involved in the action.

Desensitized to violence
This transformer can not, for the life of him, withdraw from battle. They can inflict half as much damage with melee and natural weapons, and a few extra points with ranged weapons, but they also must remain on the battlefield until either complete scrapping, or there are literally no more functioning opponents.

Distaste for violence
A pacifist character, violence is not a way of life. But something inside (or an outside influence) keeps telling them that fighting is a necessity. Regardless of where the influence comes from, characters who abhor violence have to be inspired. Before any combat actions can be taken, a Wisdom check must be made (DC is equal to 10 + number of opponents). In these checks, the hit dice of the opponents is not a factor. If the character has a particular hatred for the opponent (like Bluestreak has a hatred for Decepticons), the DC is reduced by 5. Only the DM should know the DC unless the player has all ready shown up at the encounter and have seen how many there are.

Distracted
Something takes a higher priority in the optical sensors of the character than fulfilling his function. This can range from protecting buildings to chasing down criminals instead of staying at your guard post. Whenever the chosen situation arises, the character must pursue that to its finality before continuing on with what was going on.

Eager
Character is too eager to prove toughness and may end up destroying something before realizing it's the wrong target. Before attacking, must make a Will save against own character level or attack the wrong target. Target may be anything other than a companion or a human.

Elitist
Another aspect of pride, this character acts like he's better skilled than everyone else. This kind of attitude can result in the desertion of companions when needed most.

Excitable
When the excitable character gets excited, their processes speed up uncontrollably. Speaking becomes unclear which can hamper giving instructions, attacks are wild, faster movement, etc. Character can gain an n extra 1D4 attacks per round at a cost of -5 to the attacks (and they stack so that four attacks is at a -5, -10, -15, and -20). Increased movement is at a rate of 1' per 1 wound point and can only be done in increments of 5'.

Forgetful
If your character could be counted on, it would be to not remember what it was that was so important. For the life of Cybertron the mission you was just sent on went in one ear and out the other. To remember whatever it was, a concentration check must be made every so often where the DC is equal 10 + the number minutes between being told and when you thought you had something to remember. I think that's what it was.

Hero in Reverse
good intentions is what this character is all about. Except that doing the right thing comes at the wrong time. For example, the character shows up to rescue humans who have all ready been rescued.

Low self-esteem
There are a couple of different areas regarding this. The character feels that they have to prove themselves to comrades which can lead to taking on challenges fare beyond normal capacity. Characters in this condition are always subject to psychological warfare- games of the mind. Low self-esteem reduces Will saves and defensive skills (like Sense Motive) against psychological attacks by -5. The DC is set by the applicable skills of the aggressor whether they are a fellow companion or an opponent. If the save fails, then the character gives in to the jeers, commands, etc.

Fast Thinker
Ideas, plans, inventions, or whatever is constantly going through the mind of this character. In fact, they can't stop thinking or even slow it down. If too much goes through, the character is in danger of overheating his cerebro-circuits. This requires a Will check on an almost constant basis. When the cerebro-circuits overheat, all actions and Intelligence based skills are at a -5 penalty. The base DC is 25.

Greedy Hustler
A walking black market, this character is a rogue at heart and can't pass up opportunities for making profits. Just as likely to sell injured companions to a parts dealer for money as to shoot a commanding officer in the back for a promotion.

Grimy
Unkept appearance, sloppy behavior hinders character from working effectively with others. They complain about filthy looks, leaving oily spots everywhere, and even about a garbage smell that permeates around the character.

Hyperactive
A robot on constant steroids, this character can't stay still or focused for long periods of time. Just stay on one task for any period of time requires a concentration check (DC 20). If the check result is less than the DC, the character must change actions that round. If the DC was successful, the character may stay on that task for a number of rounds equal to the difference + 1. In addition to this, the character can make an extra partial action each round at a cost of 10 wound points.

Ignorant
Is completely oblivious to the obvious- such as when teammates are having a fall out and this character has no idea what to do about it, if he even knew about it. The complication here lies in the fact that problems start to stack up and begins to hinder team (or individual) effectiveness.

Impatient
Due to the lack of patience, character is restricted from taking Improved Critical feat and never has the element of surprise over opponents.

Impressionable
Character can easily be persuaded or fooled. Character takes a -5 penalty to Sense Motive and all Charisma based skills.

Inattentive
Having a short attention span, it's a struggle just to keep focused. Every action the character undergoes requires a concentration skill check. If the action happens to be one of the character's particular interest, this action may forgo the skill check. If the check fails, then the character has found something better to do than what was told or has a better idea and determined to do that instead.

Incompetent
Not as good as he should be, this character reduces all skills, attack bonuses, etc. as if 2 levels weaker. All activateable feats now require a percentile chance to fail where the percentage is equal to 100 minus (character level x 5). For an 8th level character who is incompetent, there is a 60% chance of failing at an activated feat [100 – 40 (5 x 8)].

Insecure
This can be several different kinds of insecurity. One kind is that if losing a battle a morale check has to be made or they turn tail and run.
Another kind is where courage is solely dependent on circumstances. “I have to be in my Pretender shell or I'll curl up like a baby.” “If I'm not in control of the situation, I succumb to fear.” These are just a couple of actual examples from transformer tech specs. Their courage exists only as long as a certain factor remains intact. Another one is that they just don't like their non-robot mode.
Regardless of what the insecurity is or comes from, a morale check is made. If it fails, then the character runs to fight another day, refuses to use an alternate mode, or whatever it is.

Jittery/ Nervous
This kind of character is quite secure when the atmosphere is normal. Do something to change it and they blow a sparkplug. Characters can get jittery from a sudden loud bang to losing control of a situation when they feel they have to be control. This even includes those who use fear as a weapon- if they lose control, they give in to the fear themselves.

Kleptomaniac
Unable to control himself when it comes to thievery. Will find themselves very good at thievery but tends to do it even in situations where getting caught is imminent. Character must make a Will save to not give in regardless of the situation.

Loud
Unable to be quiet even for a normal toned conversation, this character is barred from taking any ranks in Move Silent. The good thing about it is that those skill points can be allotted elsewhere. The bad news about it is that opponents gain a bonus to Listen whenever that character is around. Another teammates in the vicinity of the character takes a penalty to their Move Silent checks.

Maniacal
A mixture of the pyromaniac and the rash, the maniac is, well, a maniac. They are just as apt to bury themselves if they were digging a ditch.

Mentally Unstable
No different from an insane person, being mentally unstable usually give drastic results. The player of this character should have a list of personality traits handy. Every time the surroundings or situation changes, the character changes personality by rolling on the list which trait pops up next.
Another aspect of this weakness is the degree of response. This degree of response can range from calm to insanely aggressive.

None too brave
Practically has to be bullied into doing a job that requires contact with the enemy, putting self in danger of harm. Requires a Will save against own character level.

Number 1
A personality trait that is not a team player. Has no regard for the mission, number 1 has his own way of doing things. Whenever involved in a group mission, this character and the whole team takes a -2 penalty to all actions and maneuvers including Move Silent checks.

Overwhelmed
Several situations can arise that would make any strong warrior feel overwhelmed. But the character who gets overwhelmed easily must make a Will save every time they are faced with more enemies than there are allies. This DC save is 10 + total of enemy hit dice. If the save fails, the character retreats.

Paranoid
Not far from the Jittery type, this character is constantly watching over his shoulder wondering what's happening behind his back. Also meaning that there is no one that he can trust and is constantly trying to keep an eye on everyone around.

Perfectionist
A trait that can be taken in multiple directions, a perfectionist has to have things in a certain way, accomplish tasks with no margin for error, etc. If the perfectionist doesn't get their way, they become sulky, get angry, or just sulk around. When they get this way, they must make a Will save just to get back to normal.

Phobic
Character is afraid of something. This could be a fear of heights (Silverbolt), fear of ocean depths Broadside), or even a fear of crowds staring at them (Breakdown). Whatever it is, it impedes the character's effectiveness. All skills and attack actions, Will saves are penalized by -5 when in the phobic situation.

Poor Judgment
Characters with this one takes a -5 to their Intelligence and Wisdom score. The end effect is that instead of making the obviously correct choice, the decision made is in the opposite direction.

Predictable
Set in his ways, the character has a method to what he does and does not deter from it. Enemies who are familiar with this character can predetermine what is going to happen because they've experienced it before. This character lacks the ability to adapt to the situation. Superion is a good example.

Prone to flipping on turns
Vehicle technology is below par when it comes to even simple turns. Every time the character has to make a 90 degree turn, must make a balance check (DC 20 + 1 for every mile over 35 mph) or flip over. The faster the vehicle is going the harder it is to make the maneuver.

Protective
Character takes a compulsion obsession towards an object, type of object, or an individual. Nothing must come to harm to that object or individual. Everything else takes a back burner in terms of keeping it safe. If harm comes to the object of the obsession, the character could give in to any number of moods ranging from rabid anger to depression.

Proud
Covering a huge spectrum of characteristics, pride says I don't need help, I don't need to be told what to do, and so. A character like this won't even request for refueling after running his tank to empty because of pride. Pride can include such weaknesses as arrogance. This can run into a whole gambit of restrictions. This should take DM imagination.

Pushes speed limits
Although applied to many things, pushing yourself beyond normal capacities is not uncommon. This pushing of self goes so far beyond capacity that the body threatens to overheat and shut down. Characters with the tendency to push themselves risk Con checks for each extra action or increase of speed after wound points have been deplenished. Actions, even normal functions use up wound points as a reflection of fuel consumption. Once wound points reaches 0, every time a Con check is failed, 1 hit point is deducted. After the hit points are eaten up, then constitution gets depleted in the same manner. Any number of constitution points depleted in this manner can never be recovered. Once constitution is 0 they can no longer resist such things as rust and corrosion. These things eats away strength and in short order, the robot gets scrapped or has to be rebuilt.
For every 10' of speed, or extra 50 mph of vehicle speed, or extra multiple past x5, wound points takes a 5 point loss. Hit points and constitution gets depleted at a rate of 1 point per speed segment. The Con check DC is equal to 10 + 1 for each accumulated segment of speed + hit points and constitution points lost.

Pyromaniac
Everything must burn. So obsessive about fire, that they stand a danger even to themselves when using fire. When attacking with fire, character must make a Ref save against their own attack or take damage. Flame damage sustained in this way is treated normally.

Rash
Rash characters are like rash pilots. In fact, there are probably more rash aircraft transformers than there are of any other mode type. These characters have to enter battle regardless of the odds (some can even do it trying to show off their expertise). As it is, rashness leads to biting off more than can be chewed.

Rebellious
More apt to go against orders than to follow them, this breeds a lack of trust in the subordinate. There's no real disadvantage to being rebellious, it's just a personality trait. However, it can also impede teamwork as it effects everyone involved. In this case all team members suffer a -2 penalty to any actions taken on the mission.

Reckless
Danger is the life style. The character who is reckless has no regard for safety, no sense of danger. For whatever reason, character's better judgment is overridden for the sake of attacking enemies. Wisdom is reduced by 5 permanently and cannot be raised.

Self-pitiable
Character turns melancholy if plans don't come through as planned.

Self Consumed
An aspect of pride, the character is so stuck on himself that he can't talk about anything else. Totally impressed with his own abilities and exploits, doesn't notice when companions decide to leave him stranded.

Socially Sensitive
Humbled by a backstage function, characters who are sensitive about their job don't take well to jeers and jokes about it. Comments about their function is considered psychological warfare from friend and foe alike. These characters take a -5 penalty to a Will save check. If the character is also vulnerable to psychological warfare through some other form of weakness, the penalties stack. If the save fails, they can't resist the urge to get in a fight. If the goaders are the enemy, so much the better.

Split Personality
Pick a number between 1 and 100. That's how many personalities this character might have. Predetermine how many and which personalities this character has. Each personality has it's own idea on what to do, how to do it, and even why you should do it. This is a popular one for combiners as it is that there are several individuals telling the big guy what to do. A character with multiple personalities wants to do several things at one time or does nothing at all do to confusion.

Stupid
Character takes a -5 penalty to Intelligence when first created.

Tough Guy Syndrome
Always having to prove their man-hood (or woman-hood in the case of some), these characters can go even to the point of administering punishment to themselves just to prove they can take it. Not ones to back down from a challenge, they exert a macho attitude and sometimes end up destroying the wrong target before realizing their mistake. To avoid this blunder, the character must a succeed a Wis save against their own character level.

Undetermined
This kind of character cannot be motivated easily. They just don't have motivation to get revved for battle. These characters must succeed a morale check before going into battle or they hide from it. The DC is set by 10 + the average hit dice of the opponents + the number of opponents.

Wild Swinger/ Strafer
Doesn't bother to with controlled attacks or to aim weapons. All successful attacks still have a 50% chance of not hitting.

Worrywart
Always concerned about something, the worrywart does exactly that: worry. Every little detail, every action calls attention to what the end result might be. And in the mind of the worrywart, it always says the results might, most likely will be, bad. Character must make a Will save against fear or be worried to a stand still unable to act or move. The worrying has petrified them into place even if they get struck by enemy fire.

Mechanical Weaknesses
Mechanical weaknesses derive from parts breaking down, prematurely wearing out, etc. anything that doesn't come from damage sustained in battle. It can take the form of being a terrible aim with a weapon, a weapon being inaccurate in it's aiming, or even a bad bearing in the rotator.

Blinded by bright light
For some reason, all Decepticons (unless they have a land-based vehicle mode) share this malady under the influence of mercury headlights (this is also the reason why all land-based vehicle Autobots are equipped with mercury headlights). Bright light overwhelms the optic sensors and blinds the character. All actions attempted while in the light are done as if blinded. See the blindness rules in any of the source books.

Brittle Components
Pick a component necessary to the normal function of the transformer. If that component is overworked or stressed, fractures have a possibility of showing up. Whenever the character exerts that component with a weight capacity equal to a heavy load make a Fort save against own character level plus 10. If it fails, the component is fractured (must be repaired or replaced). The effects of the fracturing may differ according to what component it is and what it does.

Cumbersome Robot Mode
While in robotic mode, the character has stiff joints and lacks agility. Lose 10 points to Dexterity which effects AC, Dex based skills, attacks, and Ref saves. These penalties can be countered by either staying in the non-robotic mode (like Inferno), or remaining in a favorable atmosphere (like Cosmos).

Engine Stalls or Overheats
Difficult maneuvers are ones that require a Drive check. If a drive check fails, then a Con check is made. If the Con check fails, then the engine stalls and dies out. Depending on how bad the check fails determines what happens to the transformer. If missed by no more than 5, the engine stalled but can be restarted next round. If the check is misses by more than 5 but less than 10, the engine is dead but the character can transform into robot mode. If the check is missed by more than 10, the character is helpless and has to be revitalized by a mechanic.

Friction Transformation
A character with a faulty transformation matrix generally just suffers from a lock up in mid-transformation. But someone with frictional transformation also sustains damage when they lock up between modes. Damage sustained from this bypasses all natural armor and hardness. They suffer 1D4 points of damage (and because the transformer gets older) p/ level when they fail the Con check (DC 20). This check is in addition to the Will save required to avoid the lock up.

High Fuel Consumption
Also referred to as 'fast fuel burner', this character has an old fuel injection system that is not easy on the gas mileage. All actions that consume wound points are doubled, special powers are tripled in cost. This inadvertently means that the character must refuel more often.

Hindered Thought Processes
Something keeps the character from thinking clearly whether it's mechanical (such as a combiner having too many voices in his head) or character (such as split personality). Whatever the source, character can't think straight and is forced to resort to a default thought process which is destroy everything that isn't friendly. The character also can only focus on one opponent.

Impaired by Static
Communication devices will come across this problem frequently even if it's not a weakness of the character or device. Reception of a device is limited by range and power of signal. The farther out the signal goes, the more static gets involved. Some static could be the result of jamming devices. Either way, a character or device that can suffer from static must make a percentile roll to see if there is static. The chances for static increase by 10% for each range increment in distance from the source to destination. Range increments for signals is typically by the horizon for same planet signals, or by how many galaxies are between the source and destination (with an 10 % for all the space between them).

Inaccurate
Similar to weapon inaccuracy except the problem is with the user not the item. All attacks with any ranged weapon is at -2 penalty.

Incapable of Speech
Common amongst the alternate mode transformers (like Buzzsaw, Laserbeak, and Ravage), these robots were not equipped with vocal chords. For some, it might actually be a hindrance if they did. These characters can understand what is said to them but can not say anything back. Responses are restricted to animal noises or a simple compliance of a request.

Leaky Parts
Whether it is a specific part or several parts at once, character must roll a Fort save every now and then or result in a mechanical failure.

Mass Expansion
Some transformations requires the expansion and shrinkage of their metallic skin. Characters with this problem suffer a penalty to natural armor in the one mode that exerts the most expansion. This penalty is never more than one quarter of the full natural armor bonus.

Mechanical Breakdowns
Not much different from getting old, mechanical breakdowns is more like where something is always breaking down. It may not be the same component and the reasons are not always the same. This character needs constant maintenance. At the beginning of every mission, and whenever the character makes strenuous actions, they must make a Fort save.

Mid-transformation Lock-up
As described in the transformation paragraph of the Character chapter, locking up in mid-transformation is perhaps the most devastating event a transformer could have happen. For some, it is a weakness because of design or even a mental quirk (such as having to rush everything). Characters with this weakness have to make the roll every time they change modes. If they lock up, a mechanic has to reset them by taking them apart and reassembling them.

Out Dated
Many transformers have been around so long that they've just gotten old. Age has finally caught up to them and it's showing. Ironhide is a prime example. These characters have to undergo a constant maintenance schedule or risk breaking down. If the schedule is missed and they go out on a mission, they find that even the simplest of functions require a Con check. If the Con check fails, something in them breaks down.
Some characters can use this weakness as a specific part that keeps breaking down. Regardless of how many times it gets replaced, that part will always be nuisance.

Physically Weak
Due to their design, some transformers are just not very strong. Somehow, they still make it amongst the ranks of the military. These characters suffer a -5 for each size category to their strength roll result. Those points may be redistributed amongst the other ability scores.

Primitive Technology
There are transformers who are out-dated (like Ironhide and Kup), and there are some who, although not out-dated themselves, employ out-dated circuitry. These characters have a vulnerability to a specific energy type. The most common form is electromagnetic waves (because that is not an out-dated technology). When damage is sustained from an element they are vulnerable to it is doubled. Devastator's combiner ability is an example of primitive technology.

Slow Movement
Whether it's vehicular speed, or walking, the character is slow. They were just not built for speed. What they lack in speed can be made up in skill or toughness. Robotic mode speed is reduced by 10' and vehicular speed is limited. Typically this can be by design of the vehicle such as SUV's. But for those that were built for speed, like a motorcycle, something in their design turned them into a lemon. Top speeds for these vehicles are halved.

Stalling
Something internally keeps trying to shut down. Every so often make a Con check. If it fails the next action is delayed 1 round. The failed checks can stack up.

Uncoordinated
Character has terrible hand-eye coordination and suffers a -5 penalty to Dex skills, ranged attacks and Ref saves. Collisions are frequent if driving or flying.

Unexpecting the Unexpected
Upon the occasion that the enemy gets the jump on you, such unexpected encounters can scramble your circuits. The unexpected is not restricted to just surprise attacks, it also applies to events that were unforeseen or considered in the realm of impossibility. Character must make a Will save DC (10 + opponent's Move Silent check to surprise). Failure causes confusion for 1D4 + the difference between DC and failed result in rounds.

Vulnerable
Choose some type of energy and any damage dealt from that type is at one-and-a-half times the normal damage. Another effect of it is that any applicable saves are reduced by 5.

Weakened Seams
The joints have a particular weakness that may hinder keeping the combiner together. When an opponent makes a called shot at a seam location, the critical range for weapon is doubled regardless of the threat range all ready on the weapon.

Weapon aim inaccurate
-2 to attack w/ that particular ranged weapon

Weapon deals weak damage
-1D damage

Weapon drains power source
Every transformer has a source of power. Every transformer has a weapon. Some have a cursed weapon that drains their power source. For these kinds of weapons, every time a shot is taken reduces their wound points by the amount of damage dealt. This damage can not be diverted, nor is reduced by hardness or prevented by natural armor. These characters are better off using their fists or natural weapons.

Weapon has reduced rate of fire
Decrease number of attacks per round by 1. Attacking 1 x p/ rnd becomes 1 attack p/ 2 rounds and so on.
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Blackstreak
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Alt Mode: Datsun 280 ZX or Dodge Viper
Strength: 5
Intelligence: 5
Speed: 9
Endurance: 7
Rank: 5
Courage: 9
Firepower: 9
Skill: 8

Re: transformers d20 rpg

Postby Blackstreak » Fri Feb 22, 2008 12:04 pm

Motto: ""I'm stronger than I look, but not as strong as I think I am.""
Weapon: Laser Rifle
And there you have it in all its glory. Well, what I worked out. Of course I have some side files in order to collect thoughts, condense the information, etc. All thats left is to post character profiles.

I realize the charts are little messed up because of the posting format so if you want the actual files you can email or pm me and I'll send them to you. I believe Jeysie was planning to post a link of the files put up on (his/her?) website. I got rambunctious and posted the entire content. I'll probably get chewed out by someone for doing it but there it is for everyone interested to look at.
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# of Transformers in collection: 332
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Blackstreak
Godmaster
Posts: 1500
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Joined: Tue Feb 21, 2006 5:14 pm
Location: Norwood, OH
Watch Blackstreak on YouTube
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Alt Mode: Datsun 280 ZX or Dodge Viper
Strength: 5
Intelligence: 5
Speed: 9
Endurance: 7
Rank: 5
Courage: 9
Firepower: 9
Skill: 8

Re: transformers d20 rpg

Postby Jeysie » Fri Feb 22, 2008 2:02 pm

Motto: "Peace, Love, and Rock n' Roll"
Weapon: Dirge Gun
Blackstreak wrote:I believe Jeysie was planning to post a link of the files put up on (his/her?) website.

Her. :)

Here's a Zip of all the RTF files that Blackstreak sent me:

http://miscfile.alienharmony.com/transf ... -notes.zip (126KB)

Pretty cool reading... I should come up with a d20 Modern campaign using this stuff. Thanks much! :D
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Jeysie
Transmetal Warrior
Posts: 895
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Joined: Thu Oct 18, 2007 3:47 pm
Location: Western Massachusetts
Strength: 3
Intelligence: 8
Speed: 4
Endurance: 7
Rank: 2
Courage: 7
Firepower: 1
Skill: 8

Re: transformers d20 rpg

Postby Blackstreak » Fri Feb 22, 2008 2:44 pm

Motto: ""I'm stronger than I look, but not as strong as I think I am.""
Weapon: Laser Rifle
Now that I'm in the mood I've already made some corrections to the Constitution notation in the Core System. Constitution is NOT used for determining hit points...its a buy system in the Mecha Handbook. But it is used for con-based skills and for Fort saves as applicable.

Also make note where it states in the core system "Transformers only benefit from 1/2 their strength modifier in attack roles"- this had not been incorporated in the given characters.

The characters are in the link provided in the last post by Jeysie.

I recently added the following to the Intelligence entry:

" For scores derived off of the original tech specs use this chart as a general guide on where to score your character's intelligence.

Tech Spec D20 Score
1... 1-2
2... 3-5
3... 6
4... 7-8
5... 9-10
6... 11-12
7... 13-14
8... 15
9... 16-17
10... 18+"
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# of Transformers in collection: 332
Looking for 1985 Action Cards
Blackstreak
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Posts: 1500
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Joined: Tue Feb 21, 2006 5:14 pm
Location: Norwood, OH
Watch Blackstreak on YouTube
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Alt Mode: Datsun 280 ZX or Dodge Viper
Strength: 5
Intelligence: 5
Speed: 9
Endurance: 7
Rank: 5
Courage: 9
Firepower: 9
Skill: 8

Re: transformers d20 rpg

Postby Blackstreak » Sun Feb 24, 2008 8:50 pm

Motto: ""I'm stronger than I look, but not as strong as I think I am.""
Weapon: Laser Rifle
Here is a sub-file I've been working on in order to explain the actual process of creating a transformer just in case its a muddy pool.

How to Create a Transformer Character
Creating an Animal transformer
How this works is that the player chooses what they want their robot to transform into. We'll use Grimlock as an example. He starts out as the typical tyrannosaurus dinosaur in the Monster Manual. His Strength score of 28 is added on to the TF base of 43 (as a Huge creature) for a total of 71 STR. His Intelligence becomes an 8 (animal of 2 + TF 6). He then opts out the Swallow Whole Feat (because transformers don't have stomachs- they have gas tanks) and takes Improved Critical (Bite). Next, he is given the Alternate Mode Feat which he takes Robot. Then finally, he chooses a character class and decides to be pure fighter.

Creating any character from the Mecha Handbook
Being the primary pathway to creating your character, whether your own or an already existing character in the Transformer Universe, you always begin with the D20 Mecha Handbook. Following its described processes you may want to keep in mind the notes I've jotted down in the self titled file. At the very end of the process there is a conversion chapter detailing how to determine the level of your mecha/transformer. This is key because it tells you your character's character level. Simple enough. Once you have that you decide what classes would best fit your character and 'level' him/her up as a regular D20 character (whether D&D style, Star Wars style, or Modern style). To be frankly honest D20 Modern is much more appropriate as well as the classes from the D20 Modern Future handbook. The only exception to leveling up your character is the gaining of hit points. Your initial hit points per level were purchased, all you have to do is multiply it by how many levels your character has. Every thing else stays the same including gaining bonus points towards attributes, gaining skill points, base attack bonuses, saving throw bonuses, etc.

Creating Triple Changers
I haven't quite figured this out yet.
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Re: transformers d20 rpg

Postby Blackstreak » Sun Feb 24, 2008 8:59 pm

Motto: ""I'm stronger than I look, but not as strong as I think I am.""
Weapon: Laser Rifle
And yet one more sub-file detailing various Transformer related topics. If anyone has information to some of the unknowns please post them and I will update my notes. Thanks a million.

General Notes from Cartoons, Comics, and other Transformer sources

Individual Notations
Arcee
Has trip-rod/grapple hook in front right hood used for tripping bi-peds or motorcycles.

Blurr
Equipped with welder in wrist socket.

Hot Rod
Rotary saw in left wrist socket.
Photon charges can be shot from wrist mounted guns/exhaust ports (in car mode).

Unicron
Has a breath weapon and can emit energy from both optical sensors.
Gravitational pull that prevents any residential escape from planets or moons it devours.

Rampage (Beast Wars)
Has a fast rate of self repair, an almost regenerative property to him.
Speaks with a pirate accent.
His spark cannot be destroyed.

Mirage
Equipped with wrist-socket grapple hook.
Has a double-barreled option to his hunting rifle.

Wheeljack
Equipped with wrist-socket repulsorlift rockets to slow down falls.

Ironhide
Equipped with a wrist-socket drill.

Powerglide
Equipped with head-mounted welder that is useable in robot mode and retractable.

Chromia
Female Autobot, Cybtronian mini-van.

Inferno
Can activate an energy netting from ladder while in vehicle mode.

Group Notations
The Dinobots, as a collective group, are a lot like pets who are curious about their surroundings and respond more out of instinct than actual intelligence. With some fine tuning, they become playful.
The Insecticons enjoy limited growth spurts when ingesting large quantities of protons.
Decepticons have a communications array in forearms.
Transformers can blush, and belies the fact they can feel emotions.

Transformer “clones”
The term clone here is referring to the transformers who are “off an assembly line”. They can basically be produced en masse through one means or another.
Insecticons
Sharkticons
Sweeps
Junkions
All the various Vehicons
Guardian Robots

Planets within the Transformers genre:
Here is a compiled list, or as close to it as possible, of the alien planets within the Transformers galaxy. They appear within any of the resources atleast one time.

Cybertron
The home planet of the Transformer race, it is a completely mechanized world with an organic core. This is discovered within the Beast Machines saga which is a continuation of the G1 storyline.In all of the alternate realities there is a Vector Sigma and a Plasma Chamber somewhere within the everchanging tunnels of Cybertron. At one point, Cybertron was the focus of Unicron's reclaiming of a body.

Known Locations of Cybertron
Iacon
Autobot headquarters.
Vector Sigma
Plasma Chamber
Wheeljack's Workshop
Locked up by Decepticons to prevent the Autobot from accessing his tools which were high-tech.

Junkion
A planet of junk, it is the home world of the Junkions. The planet itself is an intergalactic garbage disposal. It's inhabitants, the Junkions, convert this garbage into useable pieces of technology ranging from interstellar spaceships to other Junkions. The Junkions themselves are a race of mix-and-match parts with the technology to transform from robot to motorcycle. Apparently their intelligence is adavanced enough to mimic cybertronic technology, however limited to one form of transformation.

Quintessa
Home of the Quintessons and Sharkticons, it is a green worls with spiraling arms similar to the Milky Way galaxy formation. It is dominated by mechanical life that replicates actual terrain- ocean depths, swamps, forest, cities, etc. It is not clear as to wherther it is the original home of the Quintessons or not, but it atleast serves that purpose since their excommunication from Cybertron.

Unicron
A planet that is a transformer himself, he gains his power by devouring any planets or moons that is in his path. Unicron was destroyed by the Creation Matrix of Autobot Leadership.

Earth
An organic world of humans, it also serves as a second battlefield to the Autobot/Decepticon war in all of the alternate realities. Earth itself does not have the advanced technology to counter Transformer technology and is most often at the mercy of the Cybertronic conflict.

Nimphon
I'm not sure of what this world's real name is, but it is either Nimphon or Limphon. I'm not sure if it's even spelled correctly. Whatever it is, it's the first world to be consumed when Unicron is introduced. A completely mechanized world like Cybertron, there is found to be only one survivor (named Orbilus) after Unicron's attack. Orbilus is later executed by the Quintessons.

Nebulan
An almost mirror image of Earth, Nebulan is an organic world of green skinned humans with an advanced technology superior to Earth. These Nebulans are responsible for the development of Headmaster, Targetmaster, and Powermaster Transformers. It served a key role in the bringing about of a second golden age of Cybertron through it's merging of “flesh creatures” to robots.

Omicron
Referenced to in Beast Wars, it is a prison colony where the captured Decepticons were held. The prison colony, albeit not the planet itself, was destroyed by Project X, also known as Rampage.

Nexus 7
Located within the K-Tor Cluster, it is a world of blue skinned elf-like humans with red eyes. It is a combination of technologically advanced Earth with the ancient Greek society.

K'Toro Nebula
A section of space where a psychic energy exists that reacts to rage. By latching on to it's prey like a parasite, it causes the targets to get enraged and fight eveything in sight and feeds off of the anger.

Fara
A barren world used by Esk Clones to gather solar radiation. There are no clouds, season changes, or even a nighttime due to it's dual suns.

Titan
One of Saturn's moons, it is home to a race of primitive humans. It is rich in crystals that is a source of unstable energy.

Monicus
A world of hig technology, it is known for it's catering to gamblers and rogues. It has everything from casinos to gladiatorial stadiums with no advanced technology of it's own. It is a cross-roads to intergalactic travelers.

Unknown
This planet is retrospective to Earth with a level of technology slightly more advanced. It is populated with blue skinned alien-like humanoids that are large enough to make Transformers seem like toys.

Unknown
Another unidentified planet that was at one time an Autobot outpost. It is now deserted and fallen into a wasteland due to a rust disease that claimed all of the inhabitants.

Unknown
A third planet from the cartoon series that was never named is home to elf-like humans who have been enslaved by a Decepticon drone army. The drone army is led by Deceptitran who feeds off of living essence that is converted into energon cubes, a technology obciously not developed for use on Earth. The society of this planet is predominately ancient egyptian.

E'brutoc
Nothing is known of the planet itself esxcept that it is orbited by an inhabitable moon called Tykos.

Tykos
A moon of E'brutoc, it is inhabited by a race of mechanical creatures although the moon itself is organic in nature.

Ethos
A world that appears as a vast ocean with an underwater world from the surface. It is actually a world of dreaming computers and cyer-organic brain creatures. The cyber-organics are a race jellyfish-like people. All but 5 were wiped out by the Decepticons under the leadership of Jhiaxus.

Kol
Nothing is known of the planet itself except that it is orbited by an inhabitable moon called Jasik.

Jasik
The fourth moon of Kol a hyper-industrialized civilization. That is, until it was completely wiped out by the Swarm, a destabilizing cloud that dissolves at the molecular level. Nothing is known about the culture or natives.

Karn
A planet dominated by canyon dasert terrain, it never developed beyond the age of cavemen, or it has only recently begun it's evolution into having intelligent creatures. It is populated by purple skinned ape-like humanoids who were the masterminds of the characteristic gold rock arches and pillars found amidst canyon terrain.

Named spaceships of the Transformers:
Ship Name Allegiance Era/Saga
The Ark Autobot Generation 1
The Nemesis Decepticon Generation 1
Twilight Decepticon Generation 2
Darkstar Autobot Generation 2
Warworld Decepticon Generation 2
Axalon Maximal Beast Wars
The Darkside Predacon Beast Wars

Various Items, Gadgets, and Inventions
Code of Primus
A “holy” book of which there were only two copies. Each copy was present on the Ark and the Nemesis at the time of crash landing on Earth the introduced the Transformers.

Creation Matrix
The Matrix of Leadership to the Autobots, it is a vast library, an accumulation of wisdom from all of the previous Prime's. Rodimus Prime is the first one who is depicted as having entered that hall knowledge within the item. Optimus is seen to enter it a few times thereafter in the cartoons. Upon first gaining the Matrix of Leadership, the new Prime is transformed into a larger, more powerful form that is most capable of housing the relic. It also bestows a certain level of invulnerability to damage for a limited time. This storehouse of wisdom was used twice: first to destroy Unicron, and second to destroy the Hate Plague which brought about the resurrection of Optimus Prime. This second use of the wisdom completely drained the Matrix of it's power and the only thing that could be done to restore it was time.

Quick-set Silicone
Used by the Constructicons, it is similar to caulking in that it is used to seal cracks. Requires the use of laser to dry and set the substance into a state of permanency.

The Space Bridge
Constructed by the Decepticons when they first arrive on Earth, it is a means for the Decepticons to transport themselves as well as cargo such as Energon cubes back and forth between Earth and Cybertron. It is also the most likely route used for calling new troops and reinforcements.

Centurion Simpleton
Perhaps more of a term than an actual race, Centurion Simpleton was used in referring to someone who was easily fooled, perhaps being none too bright.

Dominator Disks
An invention of Chip Wheeljack used to subvert and take control of the Constructicon's when they merged into Devastator. The invention worked at first until Megatron overrode Devastator's conscience.

Energon Cubes
A small hollow cube of force that can store raw energy in the form of energon. These cubes are frequently squashed down into compact size for easier transportation without threat of detonation. The cubes can be filled up by several means as continued research developed the technology- suction or exhaust tube hook-up, self-absorption, energy plugs, etc. To date, Soundwave is the only known Decepticon capable of producing these cubes from his chest compartment.
Energon can be converted from just about anything: fire, lava, steam, converted gas, ruby crystals, electricity, life essence of flesh creatures, explosions. It is used to re-energize Transformers as well as their home planet of Cybertron.

Electron-mesh netting
An accessory to Autobot rifles is a gadget that converts the rifle's ammunition into an electron mesh netting that can hold a single prisoner. The down side to it is that it requires the use of several rifles (minimum of three) on one target. The larger the target the more rifles are necessary.

Korlonium Crystals
Earth has an actual deposit of Korlonium crystals that, if it comes in contact with electronics, will detonate. Highly unstable, it emanates a display of colors similar to the Aurora Borealis.
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