Krimm_Blackleaf
2009-05-19, 07:13 PM
Over the past couple of months, I have developed into a rabid fan of Transformers: Animated. I have been a big fan of Transformers in almost all it's incarnations but I've found this is one of my favorites as of late. I also thought this could end up being a good d20 system. What I have so far is notes and only notes. Here is what I have so far, and tell me what you think, and keep in mind these are just notes.
Each player is in control of their own cybertronian, and may choose between being an Autobot or a Decepticon. Autobots in their origins were meant as constructors and laborors, while the Decepticons were designed for warfare and combat. Because of this, Autobots tend to be smaller and less physically capable as their Decepticon counterparts, but the Autobots are more organized as a whole and have a greater collective population. Some Autobots however, are built with warfare in mind and these autobots are put into the Autobot Elite Guard. Characters in the Elite Guard tend to be higher in level than those just starting out.
Decepticons tend toward, but aren't necesarrily required to devote themselves to whatever character is the leader of the Decepticons(default Megatron). After the Great War, the Decepticons were split up and spread across the galaxy so their numbers are very weak in comparison to the Autobots. On an individual scale, one Decepticon should be on the same level of power as a group of Autobots of his level(4-6 Autobots), making Decepticon/Autobot mixed parties incredibly difficult to pull off, if not impossible and if not for all the other problems with that equation. Decepticons are also usually much much larger than Autobots, a possible default of double the size of a typical Autobot.
Autobots are usually equipped with some kind of melee weapon, most often ones that are a dual purpose tool-weapon. Examples include energy axes, energy hammers, wrecking balls, drills and non-projectile explosives. Decepticons are usually more well equipped with items that are only designed for combat, such as ballistics and melee weapons with no secondary function, such as an energy sword or whip(which would be better as weapons seeing as they have no other function). A possible system could be built for Autobots get a normal expendable resource which they can get items with, but aren't allowed military-grade weaponry, while a bonus pool could allow them to purchase such items(these items being very expensive). The Decepticons would have a large primary pool, but no secondary pool, so this would allow them to spend a lot of money on military-grade weapons. Gear will be attached components(with the exclusion of melee weapons when in use, with some exceptions) but are entirely detatchable(sometimes with more difficulty than other gear). Because of this, depending on where the gear is attached, it can be damaged in battle but it is far more likely to deal damage to the frame.
Autobot vehicle modes also tend toward ground-vehicles, not very often equipped with any real weaponry and not capable of using their melee weapons without some kind of reason why (such as a wrecking ball transformation). The Decepticons being the killbots that they are, are more capable of war and/or more mobile. Decepticons are very often things such as tanks and aircrafts. These however, are not hard and fast rules.
Each character will likely have their own unique ability selected from a list of them, which gradually improves and possibly gain more abilities. Examples being like Ironhide's impenetrable ironskin thing and Oilslick's... oil slick. Most of these abilities will be independant of your class, but some might have restrictions on what they are, such as your starting feats(feats you can or cannot have) or beginning class(restricted to one class or simply disallowed for only one class).
Ability Scores
Str - Physical might
Dex - Physical agility and motor skills
Con - Resistance to damage, strength of the character's Spark
Int - Memory, logic, processor speed
Wis - Observance, intuition, power for most sensors and protect processor
Cha - Force of personality, hacking prowess
Classes(all names subject to change)
Soldier - http://fc09.deviantart.com/fs42/f/2009/077/e/f/Animated_Rodimus_by_DeathWind13.jpg, http://images4.wikia.nocookie.net/transformers/images/8/86/LugnutPromoModel.jpg
Medibot(possible A. only) - http://images2.wikia.nocookie.net/transformers/images/7/77/AniRatchetPromoModel.jpg
Commander - http://images4.wikia.nocookie.net/transformers/images/7/73/TFA_Ultra_Magnus_promoimage.JPG, http://www.unicron.us/tf2008/animatedpromo/Artwork/MEGATRON%20POSE%201.jpg
Intelligence Agent - http://images3.wikia.nocookie.net/transformers/images/6/68/Animatedarcee.jpg, http://tfwiki.net/w2/images2/thumb/9/94/TFA_Shockwave.jpg/250px-TFA_Shockwave.jpg
Savage - http://images4.wikia.nocookie.net/transformers/images/0/06/TFAnimated_Grimlock.jpg, http://images2.wikia.nocookie.net/transformers/images/9/9d/Blackout_animated_monoc_sheet.jpg
Engineer - http://images2.wikia.nocookie.net/transformers/images/4/4b/Perceptor_Animated.jpg, http://images3.wikia.nocookie.net/transformers/images/e/e8/FinalAniBlackarachnia.jpg
Cyber-Ninja - http://images3.wikia.nocookie.net/transformers/images/c/c9/AniProwlPromoModel.jpg, http://images4.wikia.nocookie.net/transformers/images/2/20/Tfalockdowna.jpg
HD, feats and skills would likely act just like those in D&D, except of course they'd have to be redone and include many new skills similar to ones found in other games and some new ones entirely unique to this system. Alot of inspiration will be drawn from Mechamorphosis(note to self: read that).
Alignment will be tricky in a system that has no magic. There is an obvious iconic good vs. evil in the system, so it's possible that by default Autobots will be good and Decepticons will be evil, though this isn't a real requirement and anything that has to do with one or the other(such as certain programs and ways of hacking) will pertain to your loyalty instead of your alignment. One aspect that is typical of all cybertronians is a lawful alignment but this is even less necessary for a character than good or evil.
Combat could take place on the physical realm or the cybernetic realm. Battles in the real world are quite obvious, and battles that takes place cybernetically are typically done in one cybertronian's processor or anothers or even perhaps in other computers or over things like whatever cybertron has for an internet or broadcasting system. Battles over cyber-space will not use physical ability scores, and will instead use mental ones for defenses and offenses. The only exception being Con for resistance of the Spark, because a fight even in cyberspace is ultimately an attack on the other machine's Spark.
As a general rule, there is no such thing as magic in this universe. The closest thing to magic the characters can attain are suitingly advanced technology, such as powerful magnets that can be used with as much finesse as ones hands or even better or software or hardware that makes the character capable of something similar to telekinesis. What would normally be Ex, Su and Sp(or Ps) but for this system there are only different levels of complexity for Ex(which shouldn't even matter because there's no antimagic). There could be things such as magnetic pulses that nullify technology(temporarily or not) and even some fields that nullify the processors of Cybertronians.
Sizes(maybe?)
Medium: Anywhere between 8 and 20 feet
Large: 21-40 feet
Autobot
+2 to any physical ability score and +2 to any mental ability score
Construct (Cybertronian): The characters are constructs native to Cybertron, complex machines with even more complex processors.
Medium: For the purposes of Transformers: Animated d20 basic Autobots are considered medium size. Feats and other abilities can sometimes be used to alter the size of an Autobot.
+2 bonus on two different skills of the character's choice.
Transform (Ex): All Autobots have a vehicular alternate mode, usually that of a Cybertronian vehicle, but Autobots on other plants can take on the shapes of native vehicles. An Autobot retains all of his abilities, base attack bonus, hit points, skills, and feats while transformed. An Autobot also retains the use of his sensors, allowing him to see and experience his environment as usual, even if he can no longer interact as easily with a particular environment. Autobots may also activate their special powers while in alt form. When an Autobot changes form, linked weapons or equipment he is carrying become hidden within his alt form or mounted on it. Unlinked items that he is carrying either become stored in the alt form’s cargo areas (if any) or fall to the ground. transforming is a move action that does not provoke attacks of opportunity. Autobots with a base attack bonus of +5 or higher may transform as a free action as long as it is combined with a regular move. Autobots generally retain the same mass and approximate size when they transform. An Autobot must make a successful grapple check in order to transform while grappled, and cannot transform if he is pinned. As a rule of thumb, Autobots cannot take the alternate form of something that can fly.
Damage Reduction (Ex): Autobots have strong metal bodies which can resist blows of all types. This damage reduction is determined by what classes the character has, and can be altered by feats and other abilities.
Constructed Plating (Ex): Autobots are created with a certain level of plating that acts as armor. This armor has a starting value of a +2 Armor bonus to AC with no armor check penalty and no reduction in speed but is increased as you level, depending on what classes you have. Some classes have this armor give an armor check penalty and/or speed reduction but most do not. Some feats and other abilities can increase this armor bonus.
Decepticon
+4 to any four ability scores
Construct (Cybertronian): The characters are constructs native to Cybertron, complex machines with even more complex processors.
Large: For the purposes of Transformers: Animated d20 basic Decepticons are considered large size. Feats and other abilities can sometimes be used to alter the size of the Decepticon.
+4 bonus on four different skills of the character's choice.
Transform (Ex): Same as Autobots. Decepticons are not limited in their choice of flight and generally choose a form that can fly and/or has the ability to retain their weapons(tanks and jets being favored forms). A Decepticon with a flying alt mode can fly in robot mode as well.
Damage Reduction (Ex): Same as Autobots with a bonus to the DR of 10.
Constructed Plating (Ex): Same as Autobots with bonus to armor equal to their level +4.
Military Proficiency: Decepticons are the descendants of machines of war and retain those qualities. Decepticons are automatically proficient with all military-grade and melee armaments, as well as a single exotic armament of their choice.
Skills
Athletics (Balanace, Climb, Jump, Swim) (Various physical ability scores)
Alacrity (Tumble, Escape Artist, Flying/Driving) (Dex)
Bluff (Cha)
Concentration (Con)
Craft/Repair (Int)
Demolitions (Int)
Diplomacy/Gather Information (Cha)
Disable Device (Dex)
Disguise (Cha)
Firearms (Int or Dex)
Hacking/Computer Use (Cha or Int)
Intimidate (Cha)
Knowledge (Int)
Melee (Str or Dex)
Perception (Listen, Search, Spot) (Wis)
Perform (Cha)
Sense Motive (Wis)
Speak Language (Usually only Earthling and Cybertronian)
Special Weapons (Possibly any, depending on the weapon, ex. Soundwave's guitar)
Stealth (Hide, Move Silently, Sleight of Hand) (Dex)
Skills like Demolitions, Firearms, Melee and Special Weapons aren't made for checks(barring special occasions) but give a bonus to attacks 'n such made with the weapons based on your modifier. Granted this bonus will probably be very low (like +1 for every +5 or +6 bonus) but it will replace things like Weapon Focus(or not, unsure).
Each player is in control of their own cybertronian, and may choose between being an Autobot or a Decepticon. Autobots in their origins were meant as constructors and laborors, while the Decepticons were designed for warfare and combat. Because of this, Autobots tend to be smaller and less physically capable as their Decepticon counterparts, but the Autobots are more organized as a whole and have a greater collective population. Some Autobots however, are built with warfare in mind and these autobots are put into the Autobot Elite Guard. Characters in the Elite Guard tend to be higher in level than those just starting out.
Decepticons tend toward, but aren't necesarrily required to devote themselves to whatever character is the leader of the Decepticons(default Megatron). After the Great War, the Decepticons were split up and spread across the galaxy so their numbers are very weak in comparison to the Autobots. On an individual scale, one Decepticon should be on the same level of power as a group of Autobots of his level(4-6 Autobots), making Decepticon/Autobot mixed parties incredibly difficult to pull off, if not impossible and if not for all the other problems with that equation. Decepticons are also usually much much larger than Autobots, a possible default of double the size of a typical Autobot.
Autobots are usually equipped with some kind of melee weapon, most often ones that are a dual purpose tool-weapon. Examples include energy axes, energy hammers, wrecking balls, drills and non-projectile explosives. Decepticons are usually more well equipped with items that are only designed for combat, such as ballistics and melee weapons with no secondary function, such as an energy sword or whip(which would be better as weapons seeing as they have no other function). A possible system could be built for Autobots get a normal expendable resource which they can get items with, but aren't allowed military-grade weaponry, while a bonus pool could allow them to purchase such items(these items being very expensive). The Decepticons would have a large primary pool, but no secondary pool, so this would allow them to spend a lot of money on military-grade weapons. Gear will be attached components(with the exclusion of melee weapons when in use, with some exceptions) but are entirely detatchable(sometimes with more difficulty than other gear). Because of this, depending on where the gear is attached, it can be damaged in battle but it is far more likely to deal damage to the frame.
Autobot vehicle modes also tend toward ground-vehicles, not very often equipped with any real weaponry and not capable of using their melee weapons without some kind of reason why (such as a wrecking ball transformation). The Decepticons being the killbots that they are, are more capable of war and/or more mobile. Decepticons are very often things such as tanks and aircrafts. These however, are not hard and fast rules.
Each character will likely have their own unique ability selected from a list of them, which gradually improves and possibly gain more abilities. Examples being like Ironhide's impenetrable ironskin thing and Oilslick's... oil slick. Most of these abilities will be independant of your class, but some might have restrictions on what they are, such as your starting feats(feats you can or cannot have) or beginning class(restricted to one class or simply disallowed for only one class).
Ability Scores
Str - Physical might
Dex - Physical agility and motor skills
Con - Resistance to damage, strength of the character's Spark
Int - Memory, logic, processor speed
Wis - Observance, intuition, power for most sensors and protect processor
Cha - Force of personality, hacking prowess
Classes(all names subject to change)
Soldier - http://fc09.deviantart.com/fs42/f/2009/077/e/f/Animated_Rodimus_by_DeathWind13.jpg, http://images4.wikia.nocookie.net/transformers/images/8/86/LugnutPromoModel.jpg
Medibot(possible A. only) - http://images2.wikia.nocookie.net/transformers/images/7/77/AniRatchetPromoModel.jpg
Commander - http://images4.wikia.nocookie.net/transformers/images/7/73/TFA_Ultra_Magnus_promoimage.JPG, http://www.unicron.us/tf2008/animatedpromo/Artwork/MEGATRON%20POSE%201.jpg
Intelligence Agent - http://images3.wikia.nocookie.net/transformers/images/6/68/Animatedarcee.jpg, http://tfwiki.net/w2/images2/thumb/9/94/TFA_Shockwave.jpg/250px-TFA_Shockwave.jpg
Savage - http://images4.wikia.nocookie.net/transformers/images/0/06/TFAnimated_Grimlock.jpg, http://images2.wikia.nocookie.net/transformers/images/9/9d/Blackout_animated_monoc_sheet.jpg
Engineer - http://images2.wikia.nocookie.net/transformers/images/4/4b/Perceptor_Animated.jpg, http://images3.wikia.nocookie.net/transformers/images/e/e8/FinalAniBlackarachnia.jpg
Cyber-Ninja - http://images3.wikia.nocookie.net/transformers/images/c/c9/AniProwlPromoModel.jpg, http://images4.wikia.nocookie.net/transformers/images/2/20/Tfalockdowna.jpg
HD, feats and skills would likely act just like those in D&D, except of course they'd have to be redone and include many new skills similar to ones found in other games and some new ones entirely unique to this system. Alot of inspiration will be drawn from Mechamorphosis(note to self: read that).
Alignment will be tricky in a system that has no magic. There is an obvious iconic good vs. evil in the system, so it's possible that by default Autobots will be good and Decepticons will be evil, though this isn't a real requirement and anything that has to do with one or the other(such as certain programs and ways of hacking) will pertain to your loyalty instead of your alignment. One aspect that is typical of all cybertronians is a lawful alignment but this is even less necessary for a character than good or evil.
Combat could take place on the physical realm or the cybernetic realm. Battles in the real world are quite obvious, and battles that takes place cybernetically are typically done in one cybertronian's processor or anothers or even perhaps in other computers or over things like whatever cybertron has for an internet or broadcasting system. Battles over cyber-space will not use physical ability scores, and will instead use mental ones for defenses and offenses. The only exception being Con for resistance of the Spark, because a fight even in cyberspace is ultimately an attack on the other machine's Spark.
As a general rule, there is no such thing as magic in this universe. The closest thing to magic the characters can attain are suitingly advanced technology, such as powerful magnets that can be used with as much finesse as ones hands or even better or software or hardware that makes the character capable of something similar to telekinesis. What would normally be Ex, Su and Sp(or Ps) but for this system there are only different levels of complexity for Ex(which shouldn't even matter because there's no antimagic). There could be things such as magnetic pulses that nullify technology(temporarily or not) and even some fields that nullify the processors of Cybertronians.
Sizes(maybe?)
Medium: Anywhere between 8 and 20 feet
Large: 21-40 feet
Autobot
+2 to any physical ability score and +2 to any mental ability score
Construct (Cybertronian): The characters are constructs native to Cybertron, complex machines with even more complex processors.
Medium: For the purposes of Transformers: Animated d20 basic Autobots are considered medium size. Feats and other abilities can sometimes be used to alter the size of an Autobot.
+2 bonus on two different skills of the character's choice.
Transform (Ex): All Autobots have a vehicular alternate mode, usually that of a Cybertronian vehicle, but Autobots on other plants can take on the shapes of native vehicles. An Autobot retains all of his abilities, base attack bonus, hit points, skills, and feats while transformed. An Autobot also retains the use of his sensors, allowing him to see and experience his environment as usual, even if he can no longer interact as easily with a particular environment. Autobots may also activate their special powers while in alt form. When an Autobot changes form, linked weapons or equipment he is carrying become hidden within his alt form or mounted on it. Unlinked items that he is carrying either become stored in the alt form’s cargo areas (if any) or fall to the ground. transforming is a move action that does not provoke attacks of opportunity. Autobots with a base attack bonus of +5 or higher may transform as a free action as long as it is combined with a regular move. Autobots generally retain the same mass and approximate size when they transform. An Autobot must make a successful grapple check in order to transform while grappled, and cannot transform if he is pinned. As a rule of thumb, Autobots cannot take the alternate form of something that can fly.
Damage Reduction (Ex): Autobots have strong metal bodies which can resist blows of all types. This damage reduction is determined by what classes the character has, and can be altered by feats and other abilities.
Constructed Plating (Ex): Autobots are created with a certain level of plating that acts as armor. This armor has a starting value of a +2 Armor bonus to AC with no armor check penalty and no reduction in speed but is increased as you level, depending on what classes you have. Some classes have this armor give an armor check penalty and/or speed reduction but most do not. Some feats and other abilities can increase this armor bonus.
Decepticon
+4 to any four ability scores
Construct (Cybertronian): The characters are constructs native to Cybertron, complex machines with even more complex processors.
Large: For the purposes of Transformers: Animated d20 basic Decepticons are considered large size. Feats and other abilities can sometimes be used to alter the size of the Decepticon.
+4 bonus on four different skills of the character's choice.
Transform (Ex): Same as Autobots. Decepticons are not limited in their choice of flight and generally choose a form that can fly and/or has the ability to retain their weapons(tanks and jets being favored forms). A Decepticon with a flying alt mode can fly in robot mode as well.
Damage Reduction (Ex): Same as Autobots with a bonus to the DR of 10.
Constructed Plating (Ex): Same as Autobots with bonus to armor equal to their level +4.
Military Proficiency: Decepticons are the descendants of machines of war and retain those qualities. Decepticons are automatically proficient with all military-grade and melee armaments, as well as a single exotic armament of their choice.
Skills
Athletics (Balanace, Climb, Jump, Swim) (Various physical ability scores)
Alacrity (Tumble, Escape Artist, Flying/Driving) (Dex)
Bluff (Cha)
Concentration (Con)
Craft/Repair (Int)
Demolitions (Int)
Diplomacy/Gather Information (Cha)
Disable Device (Dex)
Disguise (Cha)
Firearms (Int or Dex)
Hacking/Computer Use (Cha or Int)
Intimidate (Cha)
Knowledge (Int)
Melee (Str or Dex)
Perception (Listen, Search, Spot) (Wis)
Perform (Cha)
Sense Motive (Wis)
Speak Language (Usually only Earthling and Cybertronian)
Special Weapons (Possibly any, depending on the weapon, ex. Soundwave's guitar)
Stealth (Hide, Move Silently, Sleight of Hand) (Dex)
Skills like Demolitions, Firearms, Melee and Special Weapons aren't made for checks(barring special occasions) but give a bonus to attacks 'n such made with the weapons based on your modifier. Granted this bonus will probably be very low (like +1 for every +5 or +6 bonus) but it will replace things like Weapon Focus(or not, unsure).