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
].
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.