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lightningcat
2011-08-16, 10:40 PM
Several weeks ago I got convinced to make and run a Transformers game.

For a system I'm using a base of the Exalted 2e system (with charms from the Alchemicals), but I've replacing the Attributes with those from nWoD. I'm also using the Merit system from nWoD.
I will post this stuff if anyone thinks it is needed.

The system is the easy part for me, what I need help with is the fluff for the setting. This is going to be its own separate continuum and not connected to any of the previous iterations, but I have no problem stealing from them for ideas.

Some of the things that I am looking for are human organizations, Transformer concepts (for NPCs), plot ideas, and general rules for the universe.

What has been determained so far:
1) Transformers are on Earth, and have been for several years. They are not known to the general public, and both sides want to keep it this way.This will be the primary setting.

2) There have been 3 major influxes of Transformers coming to Earth. the characters will be part of the latest group. There are less then 500 total Transformers on Earth.

3) Cybertron is a mostly dead world circling a brown dwarf. Both Autobots and Decepticons have colony worlds, as well as there being independant colonies.

4) "Prime" is a title belonging to the 13 leaders of Autobots. The title can be passed from one member of the council to his choosen successor when he steps down, or can be awarded by a majority vote of the other Primes. There are currently 3 living Primes: Optimus (on Earth), Zeta (on Cybertron), and Alpha (on a remote colony).

5) Sentinal Prime is recently dead, although he was believed to have been dead since the exodus from Cybertron. Will post the full story later, it is part of one of the character's backstory.

6) There are 3 FTL systems.
Gravitational Distortion Drive is the only one that actually crosses the distance, it never exceeds 50c. Most often used for personal interplanetary travel.
Jump Engines allow instantanious transportation across relatively short distances, max 20 light years. Basic ship FTL system
Space Bridge is the newest FTL system, it allows the creation of wormholes that can be used to transport anything that can fit through the opening. The size of the opening is based on how many of the "bridge pillars" are used. The Autobots control 5 pillars, while Megatron has 6 pillars. Starscream has 3 pillars, which no one knows about. 200 pillars originally existed, but many were destroyed.

7) Energon is a rare crystal that is found only on a few planets. It is slightly more common in asteriod fields. It can also be synthetically reproduced, but this requires a large preliminary energy source and infrastructure.

lightningcat
2011-08-16, 10:41 PM
Transformer Castes:
Adjutant: Scholars and leaders. Favored Attributes: Strength, Charisma, & Intelligence; Favored Abilities: Bureaucracy, Integrity, Linguistics, Presence, & War.
Mirage: Investigators and Socalites. Favored Attributes: Charisma, Manipulation, & Composure; Favored Abilities: Computer, Investigation, Martial Arts, Performance, & Socialize. I don't really like this name, but I haven't thought of anything better.
Perceptor: Teachers, Engineers and Scientists. Favored Attributes: Intelligence, Wits, & Resolve; Favored Abilities: Academics, Awareness, Craft, Medicine, & Science.
Protecter: Soldiers and Explorers. Favored Attributes: Strength, Dexterity, & Stamina; Favored Abilities: Marksmanship, Resistance, Survival, Vehicles, & Weaponry.
Prowler: Scouts and Spies. Favored Attributes: Dexterity, Manipulation & Wits; Favored Abilities: Athletics, Dodge, Larceny, Stealth, & Thrown.

Autobots
Optimus Prime: Leader of the Autobots on Earth. Rank: Prime; Caste: Adjutant
Jazz: Second in command of the Autobots on Earth, also in charge of all "Special Operations" on Earth. Those include any and all black ops missions as well as dealings with Independant and mercenary Transformers that are willing to serve the Autobot cause for a price. Rank: Magor; Caste:
Iron Hide: Rank: Minor; Caste: Protecter
Bumblebee: Rank: Minor; Caste: Protector
Ratchet: Rank: ---; Caste: Preceptor

Arcee: Rank: Minor; Caste: Preceptor
Bulkhead: Rank: ---; Caste: Preceptor
Cliffjumper: Rank: ---; Caste: Preceptor

Alpha Trion: The oldest of all the surviving Primes, he had previously given up the rank of Prime, but was reinstated by a vote of the High Council shortly before the Exodus. He is the leader of all the Autobot colonies. Rank: Prime; Caste: Preceptor
Zeta Prime: Leader of the Autobot resistance on Cybertron. Rank: Prime; Caste: Prowler

Decepticons
Megatron: Rank: Liege; Caste: Protecter
Starscream: Rank: Commander (Air); Caste: Prowler
Soundwave: Rank: Commander (Intelligence); Caste: Prowler
Blackout:
Barracade: Rank: ---; Caste: Mirage

Shockwave: Rank: Commander (Cybertron); Caste: Perceptor

Independents

History
The Fall of Sentinal Prime:

Edit: added Caste information
Edit: added basic information about some major chararcters

The_Admiral
2011-08-25, 04:47 AM
How is energon made here? It could be important.

lightningcat
2011-08-31, 06:01 AM
How is energon made here? It could be important.

Creation and use of energon.....
Yeah, that could likely be important. Right now, I'm going with plot device, but other suggestions would be good.

The_Admiral
2011-08-31, 06:07 AM
I'm seeing two options here
1) energon is pure energy it is extracted from any energy source like oil and converted into energon for easy storage

2) energon is a rare mineral only found in a small number of planets.

lightningcat
2011-10-01, 08:42 PM
Modifications - these are the equivalant of Exalted's mutations. These are only availible at Character Creation. Further modifications are available through Components.

Size Modifications
* Small: The character is the size of a child or briefcase.
Increase the character's Dexterity by one dot, but she loses one dot each in Strength and Stamina as well as a -2 health level. Any attempts to hit her suffer a -1 external penalty due to her size (immobility reduces this to -0).
** Tiny: Frenzy The character is the size of a rifle, portable radio or similar device. Increase the character's Dexterity by one dot, but reduce her Strength by two and her Stamina by one. Her Move and Dash actions become (Dexterity - 1) and (Dexterity + Athletics - 1) meters, respectively (this does not affect movement rates for flying creatures or characters, however), and the character loses one -1 and one -2 health levels. She also become harder to hit, which levies a -2 external penalty on all attempts to strike her in combat. Immobility reduces the penalty to -1. All Stealth rolls gain a +1 bonus. A Tiny character is too small to use most weapons: add 1 to the effective Strength minimum for any weapon they use.
**** Miniscule: The character is the size of a cell phone, pistol or similar device. Increase the character's Dexterity by two dots, but reduce Strength by three dots and Stamina by two (to a minimum of one); the character can only go 1 meter on a Move action and (Dexterity) meters on a Dash. (This does not affect movement rates for flying creatures or characters, however.) The creature loses one -0, one -1 and two -2 health levels, but any attempts to hit her suffer a -4 external penalty due to her size (immobility reduces this to -2). All Stealth rolls gain a +3 bonus. Tools and clothing not made for the character’s specific size impose significant penalties – she cannot use most weapons at all, any weapon which has a normal minimum Strength requirement greater than 1 cannot be used, and even then, the character must add 2 to the effective Strength minimum for any weapon they do use.

* Large: Jazz, Bumblebee The character is the size of a car or similar sized vehicle. He gains one dot each in Strength and Stamina and an additional -0 physical health level.
** Huge: Ironhide, Ratchet The character is the size of a large pickup or SUV or a similar sized vehicle. This modification reduces the character's Dexterity by one dot, but adds two dots to the character’s Strength and Stamina and provides one -0 and one -1 physical health level.
**** Giant: Starscream, Brawl, Megatron, Optimus Prime The character is the size of a semi-truck, fighter jet, tank or a similar sized vehicle. The modification reduces the character's Dexterity by two dots, confers three dots of Strength and Stamina, as well as one -0, two -1 and two -2 physical health levels.
****** RFB: The modification reduces the character's Dexterity by two dots, confers four dots of Strength and Stamina, as well as two -0, two -1 and three -2 physical health levels. The difficulty to hit the character in combat is reduced by 1 as well.



Physical Modifications
* Reinforced Frame: The character gains +1L/+1B soak and a bonus die to Survival rolls.
** Heavy Frame: The character gains +2L/+2B soak and two bonus dice to Survival rolls.
**** Armored Frame: The character gains +4L/+4B soak and three bonus dice to Survival rolls.
****** Ultra-Heavy Frame: The character loses one dot of Dexterity (minimum 1), but gains one dot of Stamina, +6L/+6B soak and four bonus dice to Survival rolls.

** Impossible Joints: This mutation makes all the character’s joints reversible and increases her flexibility overall. She can fold herself up into remarkable positions, often fitting into places most people consider impossible. This mutation adds two dice to appropriate Athletics and Stealth rolls and has many potential nonrolled applications.
****** Modular Design: +4 dice to appropriate Athletic and Stealth rolls.

* Sturdy: The individual's stature remains unchanged, but he becomes stocky and bulky with reinforced plating and enhanced servos. He adds one dot to her Strength, his lethal soak is increased to Stamina + (Resistance x2), and he gains one -2 physical health level.
**** Tough: The character is stronger and tougher than normal, but he is also far stocky and bulkier than most. As a result, he adds two dots to his Strength and one dot to his Stamina and gains one -1 and two -2 physical health levels. His lethal soak is increased to (Stamina + Resistance) x2, and his aggravated soak is increased to (Stamina + Resistance).

* Speedster: Add two to the character’s Dexterity for the purpose of calculating movement during combat, and add two to the character’s Strength for the purposes of jumping distances. The character adds one die to single rolls representing competitive running.
** Hot Rod: Add (2 x Spark) to the character’s Dexterity for the purpose of calculating movement during combat, and add (2 x Spark) to the character’s Strength for the purpose of jumping distances. The character adds (Spark) dice to single rolls representing competitive running. The speed of any alternate form is also increased by 25% of normal.
**** Speed Demon: Add (4 x Spark) to the character’s Dexterity for the purpose of calculating movement during combat, and add (4 x Spark) to the character’s Strength for the purpose of jumping distances. The character adds (2 x Spark) dice to single rolls representing competitive running. The speed of any alternate form is also increased by 50% of normal.


Bestial Modifications
* Claws:
** Talons:

* Fangs:

**** Quadrupedal: The character does not possess any arms, but instead has multiple sets of legs. The forelegs can be used to manipulate objects, but the character suffers a -2 internal penalty on any action involving fine motor control. The character's speed is increased by the character's Dexterity, and his Strength is doubled for the purpose of jumping distances.

lightningcat
2011-10-01, 08:49 PM
Character Creation

Step One: Character Concept
Choose concept, Caste, Nature, and Motivation.
Select Alternate Form.

Step Two: Attributes
Note Caste Attributes.
Select Favored Attribute (1).
Prioritize your Attribute categories: Physical, Social, and Mental. You have 8 dots to distribute among primary category, 6 to assign to your secondary category, and 4 to place in your tertiary category. All Attributes begin at 1.
You gain 1 additional dot that you may assign to any one of your Caste or Favored Attributes. This Attribute has its maximum trait rating 1 higher than normal.

Step Three: Abilities
Note Caste Abilities.
Select Favored Abilities (3).
Choose Abilities (28 – At least 10 must be placed in Caste and Favored Abilities; at least 1 must be in each Favored Ability; no Ability may be above 3 without spending bonus points).

Step Four: Advantages
Choose Merits (10).
Note Dedicated Component Slots (4; may only hold Caste or Favored Components).
Note General Component Slots (4; capable of holding any Component).
Choose Components (8; at least 4 must be Caste or Favored).
Choose Knacks (2).
Select Virtues (5; all Virtues begin at 1 and none may be above 3 without spending bonus points).

Step Five: Finishing Touches
Record Spark (2).
Record Willpower (Composure + Resolve).
Record Energy ([Spark x 8] + [Willpower x 5] + [sum of all Virtues]).
Record Derived Values: Perception (Wits + Composure); Join Battle (Wits + Awareness); Join Debate (Wits + Academics); Join War (Wits + War – Unit Magnitude); Move Speed (Strength + Dexterity) meters; Dash Speed ([Strength + Dexterity + Athletics] x 3) meters.
Record Defense Values: Dodge DV ([Dexterity + Dodge + Spark] ÷ 2); Parry DV (Dexterity + either Martial Arts or Weaponry + Weapon Defense] ÷ 2); Mental DV ([Willpower + Integrity + Spark) ÷ 2). Adjust for any bonuses gained from Components.
Record Soak Values: Bashing soak ([Stamina + Resistance] x2); Lethal soak (Stamina + Resistance); Aggravated soak (Stamina). Adjust for any bonuses gained from Armor or Components.
Record Hardness Values: Bashing hardness (Stamina + Resistance); Lethal hardness (Stamina). Adjust for any bonuses gained from Armor or Components.
Record Physical Health Levels: (-0 x1); (-1 x2); (-2 x2); (-4 x1); (Incapacitated x [Stamina]) plus any gained from Components.
Record Energy Health Levels: (-0 x [Spark]); (-4 x [Resistance]) plus any gained from Components or Knacks.

Bonus Points
Bonus Points (15) may be spent at anytime during Character Creation.
Attribute: 4 (3 for Caste or Favored)
Ability: 2 (1 for Caste or Favored)
Merit: 1
Specialty: 1 (2 per 1 if in a Caste or Favored Ability)
Virtue: 3
Spark: 10
General Component Slot: 7 – comes with a free Component
Dedicated Component Slot: 5 – comes with a free Caste or Favored Component
Knack: 6
Panoply Component: 2
Modifications: Variable