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Milo v3
2012-12-18, 03:17 AM
DO NOT POST UNTIL I REMOVE THIS BANNER!

ALL DISCUSSION TO TAKE PLACE HERE (http://www.giantitp.com/forums/showthread.php?p=14395643#post14395643)


Contents

Getting Started (http://www.giantitp.com/forums/showpost.php?p=14395640&postcount=1)
World of Transformers (http://www.giantitp.com/forums/showpost.php?p=14395640&postcount=1)
Creating your Cybertronian (http://www.giantitp.com/forums/showpost.php?p=14395708&postcount=2)
Cybertronian Level Chart (http://www.giantitp.com/forums/showpost.php?p=14395708&postcount=2)
Cybertronian Statistics (http://www.giantitp.com/forums/showpost.php?p=14395851&postcount=3)
Using Cybertronian Statistics (http://www.giantitp.com/forums/showpost.php?p=14395851&postcount=3)
How to read Features (http://www.giantitp.com/forums/showpost.php?p=14423973&postcount=4)
Cybertronian Features (http://www.giantitp.com/forums/showpost.php?p=14424130&postcount=5)
Destroyer

Forms
Bruiser
Demolitions
Soldier
Strategist

Infiltrator

Forms
Assassin
Marksman
Saboteur
Scout

Scientist

Forms
Controller
Engineer
Hacker
Medic

Titan

Forms
Artillery
Colossus
Guardian
Overclocker

Crossclassing
Alt-Modes

Beast
Dinosaur
Insect
Vehicle
Structure

Capabilities
Cybertronian Gear

Energon Shards
Types of Gear

Devices
Weaponry

Light Weaponry
Heavy Weaponry
Melee Weaponry

Upgrades

Alt-Mode Upgrades
Melee Upgrades
Robot Upgrades
Weapon Upgrades

Combat

Initiative

Action Types

Basic Actions
Shift Actions
Free Actions
Sudden Actions

Grappling
Calculating Damage
Status Afflictions
Terrain

Basic
Hindering
Harsh

Controller Minions

Minion Types
Minion Stats

Programs
Optional Rules
Combiners

Combiner Statistics
Combiner Functions

Cybertronian Character Sheet
Sample Characters
Note on Homebrew
Credits




Getting Started

Welcome to the world of Transformers Legacy. To play you’ll need the following things:

Players
As a Player, you’ll create a Cybertronian, who will fight in the war between the Autobots and Decepticons. Like the protagonists in the Transformer franchise’s shows, comics or games, Players will be the centre of the game’s action.

A Game Master
One person must fill the special role of Game Master, or GM, who controls every non-player character. They must build adventures, narrate, control NPCs and referee and make judgement for any rules that are not perfectly clear. It is also possible to have multiple GM’s which support each other.

Character Sheets and Dice
Players should use the Character Sheets to help organize information relating to their characters. Samples of a character sheet will be located at the end of this thread. Always use a pencil when writing on your character sheets, as the information for your character is constantly changing.

You will also need gaming dice (d4, d6, d8, at least 2 d10 for use in d100 rolls, d12, d20). When rolling dice in Transformers Legacy, you always want to roll high, the only exception is when you roll two d10s to generate a d100 roll. Whenever you roll a d100 roll in Transformers Legacy, you will want to roll as low as possible.


World of Transformers
Transformers Legacy is set on the planet Cybertron, prior to the Transformers contact with the planet Earth. Robotic in nature, each Cybertronian has the ability to transform from their robot mode to an alternate form, such as a tank or jet. The Transformers are engaged in Civil war with one another. As a group of sinister Transformers have formed a splinter group separate from the main faction. Known as Decepticons, they follow Megatron, their powerful and ruthless leader. The main faction, known as the Autobots, follows the commands of Optimus Prime.

Cybertronians possess various skills and talents. There are Destroyers, who are designed to be the perfect warriors. Infiltrators, stealthy combatants who excel at speed and mobility. The scientists who can manipulate the various Cybertronian systems to their whims. And finally the Titans, each a colossal juggernaut who can fight off armies.

Among these different roles, some chose to specialize even further. The Bruisers, melee combatants who like to fight up-close and personal. Assassins, who strike out from the shadow and disappear into the night. Controllers, who can manipulate a small group of minions to do their bidding. And the Colossus, a form of gargantuan Cybertronian, which can transform into entire buildings.

A squad of Cybertronians could explore the planet and battle against their ancient enemies. Maybe they’ll uncover a secret plot to produce a virus infused energon. Perhaps they will strike at Autobot bases under the cover of darkness.

But regardless the war will be raging, and the players will be expected to be a part of it.

Milo v3
2012-12-18, 03:45 AM
Creating a Cybertronian
It is important to note that a Player starts out at level 0, and are initially ‘Classless’. They must earn their title in whatever Class they wish to aim for.

When creating your level 0 characters, distribute 64 stat points as you like, so long as each stats has at least 3 points and no stat has more than 18 points.

Character Levels are gained when you achieve something that can prove your worth as a Cybertronian, mark your experience in triumphs. Whenever you do something that your GM believes noteworthy, they may award you a level at that time.

Potentially your character could level up an unlimited amount of times. But, most full campaigns, starting at level 0, still only get to the high twenties. Starting a campaign at a higher level can easily change that.

Refer to the levelling chart to determine what is gained during a specific level up. Then refer to the features list to see what useable features exist. Gain your Stat Points before taking your Feature when you level up, so you may use those Stats to meet prerequisites. When making your character, it might be a good idea to cater stats toward a particular class even if you cannot yet get a class feat.

When a Cybertronian gains a level they might meet the prerequisites to gain a Base Class or Prestige Class. In place of gaining a Feature that level, they may instead take a Class. When you choose to take a Class, you cannot gain any other type of Feature; instead each class comes with two Features.

Cybertronians all start with the title “Grunt”. A Cybertronian can take up to three Base Classes and/or Prestige Classes. An additional class can be gained after reaching 25th level or any multiple of the 25th level (50, 75, 100). In addition, at these levels the rate of you gaining features is reduced. After reaching 25th level you gain one feature for every two levels, and after reaching 50th level, you gain one feature every three levels, etc.


Cybertronian Level Chart
Level|Gain Feature|Gain Stats|Gained Features|Gained Stats
0|0|0|0|64
1|1|1|1|65
2|1|1|2|66
3|1|1|3|67
4|1|1|4|68
5|1|1|5|69
6|1|1|6|70
7|1|1|7|71
8|1|1|8|72
9|1|1|9|73
10|1|1|10|74
11|1|1|11|75
12|1|1|12|76
13|1|1|13|77
14|1|1|14|78
15|1|1|15|79
16|1|1|16|80
17|1|0|17|80
18|1|1|18|81
19|1|0|19|81
20|1|1|20|82
21|1|0|21|82
22|0|1|21|83
23|1|0|22|83
24|0|1|22|84
25 (+1 Class)|1|0|23|84
26|0|1|23|85
27|1|0|24|85
28|0|1|24|86
29|1|0|25|86
30|0|1|25|87
31|1|0|26|87
32|0|1|26|88
33|1|0|27|88
34|0|1|27|89
35|1|0|28|89
36|0|1|28|90
37|1|0|29|90
38|0|1|29|91
39|1|0|30|91
40|0|1|30|92
41|1|0|31|92
42|0|1|31|93
43|1|0|32|93
44|0|1|32|94
45|1|0|33|94
46|0|1|33|95
47|1|0|34|95
48|0|1|34|96
49|1|0|35|96
50 (+1 Class)|0|1|35|97

Milo v3
2012-12-18, 05:01 AM
Cybertronian Statistics
When creating your Cybertronian, you’ll notice on the character sheet that a Cybertronian has six stats. These stats are Agility, Armour, Knowledge, Perception, Size, and Strength. These are abbreviated throughout this book into Ag, Ar, Kn, Pe, Si, and St.

Agility (Ag)
Agility relates to a Cybertronian’s reflexes, balance, hand-eye coordination and speed. The most nimble Cybertronians can avoid trouble, or bypass it, by using their skills in inventive ways.

Cybertronians who excel in Agility often become…

Infiltrators, who uses their speed to swiftly silence their foes.
Scientists, who utilise their mobility to evade assaults.
Assassins, who are so nimble they can reach any target.


Armour (Ar)
Armour measures the body’s structure, stamina and resistance to harm. Those with great deals of armour find themselves lasting much longer while exploring and are more likely to survive a hostile encounter with an enemy squad.

Cybertronians who excel in Armour often become…

Destroyers, hardened warriors who can survive severe assaults.
Titans, laying waste to the battlefield without a scratch.
Guardians, a knight able to survive deadly blows to protect his comrades.


Knowledge (Kn)
Knowledge is a measure of mind and reason. Cybertronians without suitable intelligence may find it hard to learn new things or retain valuable information.

Cybertronians who excel in Knowledge often become…

Scientists, using information to defeat their foes.
Engineers, who forge and upgrade technological systems.
Medics, repairing damaged systems with technology.


Perception (Pe)
Perception is a measure of the quality for your Optics, Audio Detectors, and similar sensory devices. Cybertronians with good perception has higher chances noticing something in a scene that isn't readily apparent. Perception is fairly important as it is used for targeting.

Cybertronians who excel in Perception often become…

Infiltrators, preferring to locate their enemies before they are detected.
Scientists, analysing systems to obtain its data.
Scouts, who specialize in sensing hostiles and scanning areas.


Size (Si)
Size is a value for your overall mass. Your Size score determines your weapon slots, your lifting strength, and the size of your weapons. Though it also increase the amount of space you take and makes you easier to spot.

Cybertronians possessing high Size often become…

Destroyers, utilising heavier weapons to destroy targets faster.
Titans, towering over other transformers in strength and size.
Colossus, gigantic Cybertronians who are city-sized.


Strength (St)
Strength measures your physical power. Cybertronians who possess great physical prowess can actively involve themselves in melee alongside those with firearms.

Cybertronians who excel in Strength often become…

Destroyers, eviscerating foes with energon weaponry.
Titans, annihilating enemies with brute force.
Bruisers, powerful warriors specializing in close combat.


Just because you create a Cybertronian who happens to excel in Strength or Knowledge doesn’t mean you’ll need to force them into any particular class. This list is simply a list of suggestions. You’ll find that in making a Cybertronian who is good at Agility and Perception, they will naturally be adept as an Infiltrator. It might be a good idea to figure out what kind of Class, or even Prestige Class, you’d like to go in to when building your Cybertronian. Their starting stats will affect how early you can pick up your desired class.


Using Cybertronian Stats
After creating your very own Cybertronian, with the 64 points you can distribute across the Cybertronian’s stats, you’ll be able to calculate modifiers.

Modifiers are used for ‘dice checks,’ that your GM may ask you to make to see if you are successful in any particular endeavour and while using various Features. Features will constantly ask you to use Stat Modifiers to measure the effectiveness of the Feature.

To find a Stat’s Modifier, add 1 point for the Modifier for every 2 points the stat is above 10 or subtract 1 point for the Modifier for every point the stat is below 10. For example, if a stat is 10, it does not have a Modifier; if a stat is 9, its modifier is -1; if a stat is 12, its modifier is +1.

Here are a few more examples of the Modifiers at different levels of the six Stats:
Stat|Modifier
5|-5
7|-3
9|-1
10|0
13|+1
16|+3
17|+3
20|+5

Skills
In addition to their use for features, most ability scores also possess a list of skills which they can be used for. These checks require the Cybertronian to roll 1d20 and apply the appropriate modifiers. The target for skills are known as Skill Targets and vary depending on the context of the task.


Agility

General
Your Ag modifier is added to your Evasion bonus, unless it’s a negative number. Whenever you are targeted by a hostile attack, the attacker must roll your Evasion bonus higher than their usual Accuracy Check to hit.


Skills
Performing an act that requires balance, flexibility, or stealth, your GM may ask you to make an Ag check. Add or subtract your Ag modifier from this check.

Balance
You need to make an Agility check when attempting to move across narrow surfaces. Success indicates that you move across the surface without difficulty for that round, while a failure means you cannot move in that round. A failure by 5 or more indicates that the character falls.

Base Skill Targets
Task|Target
1-2 m wide|10
0.5-1 m wide|15
Less than 0.5 m wide|30

Target Modifiers
Context|Modifier
Angled Surface|+5
Slippery Surface|+10
Travelled Distance|+2 per five meters travelled


Nimble Movement
You may make an Agility check when moving out of a threated square in order so that you do not provoke attacks of opportunity. Success indicates that the movement doesn't provoke an attack of oppertunity from, while a failure means you still provoke attacks of oppertunity. A failure by 5 or more reduces the accuracy target of all attacks of oppertunity directed at you for that movement by 1 (minimum 1). Each use of the Nimble Movement skill only applies to a single enemy which you would provoke, and additional checks must be made for each additional enemy you would provoke.

Base Skill Targets
Task|Target
Not Provoke Attacks of Oppertunity|15

Target Modifiers
Context|Modifier
Travelled Distance|+2 per five meters travelled.


Stealth
You need to make an Agility check when attempting hide from others. There is no target you need to reach, instead the result of this check becomes the skill target for the Detection check to notice you while you are currently hiding.

Despite not possessing a skill target, specific factors can impact upon the result of your check.

Result Modifiers
Context|Modifier
Complete Darkness|+10
Large Size|-2 per 5 size score over 10.
Moving Faster than half your base speed|-5
No Cover|-10
Shadowy Illumination|+5
Small Size|+2 per 3 size scores under 10.



Armour

General
The Armour stat determines your Hit Points (HP).

A Cybertronian’s HP is calculated by multiplying their Armour stat by 4.
Each time a Cybertronian levels up, they also gain 4 HP.
Thus a Cybertronian’s HP is calculated with this formula: [(Ar Stat X 4) + (Level X 4)]



Skills
An Ar check might be used when you are performing a feat of endurance, like passing through a sandstorm or starving yourself of energon. Add or subtract your Ar modifier from this check.

Endure Environment
You need to make an Armour check every hour you travel in an amazingly warm or cold environment, in a sandstorm, or even in locations of immense gravity. Success indicates that you travel without difficulty for that hour, while a failure means you suffer from 1d4 points of damage while travelling. A failure by 5 or more indicates that the character is dealt 1d8 points of damage.

If you would be affected by two or more of these hostile environments, you must make a Endure Environment Check for each. Note, regardless that Hot Environment is one of the hostile environments listed, this doesn't mean you can use this Skill to travel across a sun.

Base Skill Targets
Task|Target
Cold Environment|15
High Gravity|25
High Pressure|10
Hot Environment|20
Low Pressure|15
Sandstorm|15

Resist Dying
Each round that your character is dying, you must make a Ar check. Success indicates that you take no damage this turn from Dying, while a failure means you suffer from 1 point of damage this round. A success by 5 or more indicates that the character stops dying and becomes stable.

Base Skill Target
Task|Target
Resist Dying|15

Target Modifiers
Context|Modifier
Conscious|-5
Low Health|+2 per Hitpoint below -9.



Knowledge

Skills
Whenever performing an act that requires academic knowledge, experience, or general intellect your GM may ask you to make a Kn check. Add or subtract your kn modifier from this check.

Computer Use
You need to make an Knowledge check when attempting to use a Program on an target. There is no target you need to reach, instead the result of this check becomes the skill target for the Override check to resist the program.

Despite not possessing a skill target, specific factors can impact upon the result of your check.

Result Modifiers
Context|Modifier
Distance from Target|-2 per five meters
Same Alt-Mode as you|+4
Same Faction as you|+2
Touching Target|+0


Repair
To make a repair check, the Cybertronian requires the Basic Chassis Repair Feature and a repair kit. Repairing a Cybertronian in this manner requires the target to remain motionless for at least one hour, while the "Medic" replaces circuitry, components, and recreates the chassis.

After at least one hour of repairs have been done, the "Medic" must make a Repair check. With the target having his health restored by the checks result + 1d4 per hour of work.

Energon Repair Rays can also repair damage and restore hit points, but its use is detailed in the weapons section.


Perception

General
Cybertronians add their Perception modifier to accuracy checks.


Skills
Whenever your GM asks you to make a perception check, you must roll and apply your Pe modifier to that check. The better you roll, the more aware you are of a particular situation surrounding you or spotting a hiding target.

Detection
You need to make an Detection check when attempting to locate people who are hiding. The target for the check is the Stealth check made by the hiding target.


Size

General
Your Si score determines your Size Category, which affects several factors.
Si|Size Category|Height or Length|Space|Ag Mod|Ar Mod|Combat Mass
1|Nano|0.1m – 1m|1m|+4|-3|5
2|Diminutive|1 m – 2 m|2.5 m|+3|-2|5
3-5|Tiny|2 m – 4 m|5 m|+2|-2|10
6-8|Small|4 m – 8 m|5 m|+1|-1|10
9-14|Medium|8 m – 16 m|10 m|+0|+0|15
15-20|Large|16 m – 32 m|15 m|-1|+1|15
21-26|Huge|32 m – 64 m|20 m|-2|+2|20
27-33|Gargantuan|64 m – 128 m|30 m|-2|+3|20
34-40|Colossal|128 m – 256 m|50 m|-3|+4|25
41-49|Galactic|256 m - 512 m|70 m|-3|+5|25
50+|Cosmic|512+ m|100 m|-4|+6|30


Height or Length: Robot modes height, Alt-Modes length.
Space: This describes how much space the Cybertronian takes up on the battle grid and thereby needs to fight effectively.
Ag Mod: A bonus or penalty which improves or weakens your Agility Stat.
Ar Mod: A bonus or penalty which improves or weakens your Armour Stat.
Combat Mass: A Number which determines who many weapons a Cybertronian of that size category can have by default.

Milo v3
2012-12-23, 10:48 PM
How to Read Features
Features are organized into the following template:
FEATURE NAME [Category]
Prerequisites:
Frequency
Target/Trigger:
Effect:


Feature Name and Feature Category
The Feature’s Name and which Category the Feature is part of. There are several Categories: Cybertronian (Available to all Cybertronians), Class (Only available to those in that class), Prestige Class (Only available to those in that prestige class), and Alt-Mode (Only available to those with that Alt-Mode).

In addition to the above is Starter Features which can be gained at character creation, without counting as a Feature. A Cybertronian can only have one Starter Feature.

Prerequisites
Prerequisites must be met before you can take any Feature.

Frequency
Frequencies limit how often you can use a Feature. If a Feature is Static, it is an ongoing effect that doesn’t need activation. If a Feature is At-Will, you can use a Feature as much as you’d like, provided you activate it. Other Features may be limited to once per Hour, Day, Week or even Month, noted as Hourly, Daily, Weekly or Monthly. Sometimes, a Frequency will have a cost, as HP or Energon Shards.

Target/Trigger
The Target/Trigger line explains when the Feature may be used, or what kind of target it can be used on. If there is none, it probably means that there is no target, as the Feature is an ongoing effect.

If your available actions allow for it, you may activate multiple feats off one trigger, but you may only activate any single feat only once due to the same instance of a trigger. For example, “Rending Shot” may be activated only once per attack.

Effect
The Effect will list in detail what the Feature does. Sometime the Effects of Features are ongoing from the moment you get them, or sometimes the Effects will work for a whole encounter or a single turn. Simply follow the Feature’s Effect details. If anything a Feature says to do conflicts with another existing rule, the Feature’s text overrules that rule for the purpose of that Feature.


Feature Reference Icons
Note: In the actual PDF this was created in, it had proper icons but until I can get them on the web a Symbol system will have to suffice in its place.

Next to the Feature Category, small icons are placed as a reference as to when a Feature is appropriate to use, and how it affects your turn.

S
A Static ability. These do not require activation and are usually active from the moment they are obtained.

F
A Free Action. Free Actions are usually activated at any time a Basic Action could be activated, but they do not consume your Trainer Action during your turn.

B
A Basic Action. These take your Basic Action during your turn in encounters. They can also be made at almost any time outside of an encounter as well.

I
An Interrupt Symbol. A Feature with this symbol can be used during combat to immediately activate, even if it is not your turn to act. These symbols can appear on Free Action Features or Basic Action Features. When a Basic Action is used as an Interrupt, the Cybertronian will not be able to make a Basic Action during their next turn.

However, if they use another Basic Action with an Interrupt symbol again, they can prolong that loss of Basic Action until they do not use an Interrupting Basic Action and pass during their turn to use a Basic Action.

+
The Extended Action Symbol. A Feature with this symbol reminds the Cybertronian that the Feature takes more than 10 seconds to use. This would mean that it would be odd to activate during an encounter, when turns are only 10 seconds long. This doesn’t mean you can’t use a Feature with this symbol during combat; it might just not be a very good idea.

A
Available in Alt-Mode. A Feature with this symbol can be used while you are in your Alt-Mode.

AO
Available only while in Alt-Mode. A Feature with this symbol can only be used while you are in your Alt-Mode.

C
Combiner Symbol. A Feature with this symbol can be used while you are part of a Combiner. How it interacts with the combiners body is mentioned in the feature.

Milo v3
2012-12-23, 11:27 PM
Cybertronian Features
These features are general Cybertronian Features, and may be taken by any Cybertronian, regardless of their class or alt-mode, as long as they meet the required prerequisite.

ALLIED SYNCRONIZATION [Cybertronian]
B
Daily - Every 4 levels gained, you may perform this Feature another time per day.
Target: An allied Cybertronian making a check.
Effect: The ally has +2 added to their check.

ALLIED SYNCRONIZATION + [Cybertronian]
B
Daily - Every 7 levels gained, you may perform this Feature another time per day.
Target: An allied Cybertronian making a check.
Effect: The ally has +5 added to their check.

AMAZING LUCK [Cybertronian]
FIA
Prerequisite: Level 20
Daily
Trigger: You fail to roll high enough for any type of check.
Effect: You don’t fail the check.

ANTI-CORROSION COAT [Cybertronian]
FIA
Prerequisite: 13 Ar
Daily - Every 5 levels gained, you may perform this Feature another time per day.
Trigger: You are targeted with a Corrosive attack.
Effect: The foe must roll +2 during Accuracy Check to hit you with the corrosive attack.

AUDIO DAMPENER [Cybertronian]
FIA
Prerequisite: 13 Pe
Daily - Every 5 levels gained, you may perform this Feature another time per day.
Trigger: You are targeted with a Sonic attack.
Effect: The foe must roll +2 during Accuracy Check to hit you with the sonic attack.

AUXILIARY LIMB [Cybertronian]
SA
Static
Target: Self.
Effect: This feature grants you an extra limb, which by default has a hand at its end. As this limb can have a weapon at its end, you gain an additional 5 Weapon Mass. If your size category Large or larger then you gain an additional 10 Weapon Mass instead.

BASIC CHASSIS REPAIR [Cybertronian]
+
Prerequisite: 10 Kn
At-Will
Target: A Cybertronian who is injured.
Effect: This feature allows you to use the Repair Skill as long as you possess a repair kit.

COMMUNICATION MODULE [Cybertronian]
FAC
Prerequisite: 10 Pe
At-Will
Target: A Cybertronian with the Communication Module feature, within 1 Kilometer.
Effect: This feature allows you to instantly communicate within faction member that possess a Communication Module, as long as they are within range.

DEFENSE PROTOCOLS [Cybertronian]
SA
Static
Effect: A Cybertronian which takes this Feature gains a +1 bonus to their Armour score.
Special: This Feature can be taken multiple times, each time granting a +1 bonus to Armour. This feature can be taken a maximum number of times equal to half your level (Minimum 1).

DENSE PLATING [Cybertronian]
FIA
Prerequisite: 13 Si
Daily - Every 5 levels gained, you may perform this Feature another time per day.
Trigger: You are targeted with a Piercing attack.
Effect: The foe must roll +2 during Accuracy Check to hit you with the piercing attack.

DODGE MATRIX [Cybertronian]
FIA
Prerequisite: 13 Ag
Daily - Every 5 levels gained, you may perform this Feature another time per day.
Trigger: You are targeted with a Ballistics attack.
Effect: The foe must roll +2 during Accuracy Check to hit you with the ballistic attack.

DYNAMIC PLATING [Cybertronian]
SA
Prerequisite: 13 Ar
Static
Effect: When taking damage from anything reduce that damage by 5. This does not reduce the cost of activating Features that require HP loss.

ENERGON RESTRUCTURIZATION [Cybertronian]
+
Prerequisite: 13 Kn
At-Will
Target: Energon Shards
Effect: Create a Small Energon Cube (50).

ENERGON RESTRUCTURIZATION + [Cybertronian]
+
Prerequisite: 15 Kn, Energon Restructurization
At-Will
Target: Energon Shards
Effect: Create a Small Energon Cube (50) or Energon Cube (100). This replaces Energon Restructurization, except for the purposes of prerequisites.

ENGINEER DETPAK [Cybertronian]
+
Prerequisite: 10 Kn
At-Will
Target: Items.
Effect: Create a Detpak (150).

FARADAY CAGE [Cybertronian]
FIA
Prerequisite: 13 Ar
Daily - Every 5 levels gained, you may perform this Feature another time per day.
Trigger: You are targeted with a Electric attack.
Effect: The foe must roll +2 during Accuracy Check to hit you with the electric attack.

FINAL ASSAULT [Cybertronian]
FIA
Prerequisite: 17 Ar
Daily
Trigger: Your HP is lowered to 0 or lower, but not at -100%.
Effect: Before fainting, you can make one last shift and attack and then immediately faints afterwards.

GENERIC DATA [Cybertronian]
FA
Prerequisite: 14 Kn
Daily - Every 5 levels gained, you may perform this Feature another time per day.
Target: Anything you have line of sight to, or an idea or phrase you just heard about from any source.
Effect: Roll d20 and add your Kn modifier to the roll. If you roll higher then 13, you know about the thing you targeted.

GEOGRAPHIC DATABASE [Cybertronian]
FA
Prerequisite: 13 Kn
Daily
Target: A Location (such as a city).
Effect: Roll 1d20 and add your Kn modifier. If you roll higher than 12, you know area traits, local lore, major sights, and the names of important persons related to the location.

HAMMERSPACE [Cybertronian]
B
At-Will
Target: Self.
Effect: You can store objects in an extradimensional space known as hammerspace. Objects placed in hammerspace don't take up storage space, though your hammerspace can only store a number of storage space equal to 5 per level. Removing an object from hammerspace is a Basic action.

HAMMERSPACE ARSENAL [Cybertronian]
F
Prerequisite: Hammerspace
At-Will
Target: Self.
Effect: Storing and removing a weapon from hammerspace is a free action.

HAMMERSPACE MASS [Cybertronian]
SAO
Prerequisite: Hammerspace
Static
Target: Self.
Effect: When transforming to your Alt-Mode, you may increase or decrease your Size category by one. This can allow you to possess alt-modes you too small or large to normally possess. When you transform back to your Robot-mode your Size Category returns to normal.

INSTANT REFORMATING [Cybertronian]
SA
Static
Effect: From now on, instead of gaining a new Feature when you level up during levels that you would gain a Feature, you gain 1 Feat Point. A Feat Point can be spent at anytime you can use a Basic Action, and does not take a Basic Action to use. When you spend a Feat Point, you may add any Feature to your Features whose prerequisites you meet. You may not regain any Feat Points you spend. You do not gain a Feat Point on the same level you take Instant Reformating.

KINETIC DAMPENER [Cybertronian]
FIA
Prerequisite: 13 Kn
Daily - Every 5 levels gained, you may perform this Feature another time per day.
Trigger: You are targeted with a Bludgeon attack.
Effect: The foe must roll +2 during Accuracy Check to hit you with the bludgeon attack.

MOBILITY BOOSTER [Cybertronian]
B
Prerequisite: 10 Ag
At-Will
Target: Self.
Effect: You immediately shift 10 meters in one direction.

MOBILITY BOOSTER + [Cybertronian]
F
Prerequisite: 13 Ag
At-Will
Target: Self.
Effect: Once per turn, you can immediately shift 10 meters in one direction.

MOBILITY CALIBRATION [Cybertronian]
SA
Static
Effect: A Cybertronian which takes this Feature gains a +1 bonus to their Agility score.
Special: This Feature can be taken multiple times, each time granting a +1 bonus to Agility. This feature can be taken a maximum number of times equal to half your level (Minimum 1).

MODE LOCKED [Cybertronian][Starter]
SA
Static
Target: Self.
Effect: Select either your Robot or Alt-Mode. While in the selected mode you receive a +3 bonus to Agility and Strength.
Also whenever you attempt to transform you must roll 1d20. On a result of 1 then you successfully transform, otherwise you fail at transforming and are trapped in your current mode for 1 minute.

MISCELLANEOUS ALT-MODE [Cybertronian][Starter]
SA
Static
Target: Self.
Effect: In addition to a normal alt-mode, you also possess a Miscellaneous Alt-Mode of your choice.
Special: Despite being a Starter Feature, this feature can be taken after level one, though you must have spent a minute scanning the desired alt-mode.

OMNI-WIELDER [Cybertronian]
SA
Prerequisite: 13 Ag
Static
Trigger: You are wielding two or more weapons.
Effect: The accuracy penalty for wielding multiple weapons are reduced by two.
Special: This Feature can be taken multiple times, each time reducing the penalties for wielding multiple weapons by another two.

PERFECT SHOT [Cybertronian]
FA
One Time Use Only - Once you take Give it Your All, gain one additional use per 10 levels gained.
Trigger: You make an attack.
Effect: For one use, the attack is a critical hit that cannot miss.

REDIRECT PROCESSES [Cybertronian]
FIA
Prerequisites: 12 Kn, 12 Pe or 12 Si
At-Will
Trigger: A Cybertronian tries to pry into your mind to read it.
Effect: Roll 1d20 and add either your Kn, Pe or Si modifier to the roll. If the roll is 13 or higher, you redirect your thought processes towards redundant systems. The person reading your mind cannot read
anything other then useless gibberish and all other thoughts, secrets and bits of knowledge are safe from the hacker. If Redirect Processes is successful, any attempts to read your mind are unsuccessful for the next hour.

SECURITY BYPASS PROTOCOL [Cybertronian]
BA
Prerequisite: 15 Kn
Daily - Every 5 levels gained, you may perform this Feature another time per day.
Trigger: A computerized lock.
Effect: Roll 1d20 and add your INT modifier. If the result is higher then 15, the lock is unlocked, undamaged, and doesn’t appear tampered with.

SENSOR ANALYSIS [Cybertronian]
SA
Static
Effect: A Cybertronian which takes this Feature gains a +1 bonus to their Perception score.
Special: This Feature can be taken multiple times, each time granting a +1 bonus to Perception. This feature can be taken a maximum number of times equal to half your level (Minimum 1).

SYNTHETIC MUSCLE TESTING [Cybertronian]
SA
Static
Effect: A Cybertronian which takes this Feature gains a +1 bonus to their Agility score.
Special: This Feature can be taken multiple times, each time granting a +1 bonus to Agility. This feature can be taken a maximum number of times equal to half your level (Minimum 1).

SYSTEM RESEARCH [Cybertronian]
SA
Static
Effect: A Cybertronian which takes this Feature gains a +1 bonus to their Knowledge score.
Special: This Feature can be taken multiple times, each time granting a +1 bonus to Knowledge. This feature can be taken a maximum number of times equal to half your level (Minimum 1).

THERMAL RESISTOR [Cybertronian]
FIA
Prerequisite: 13 Kn
Daily - Every 5 levels gained, you may perform this Feature another time per day.
Trigger: You are targeted with a Thermal attack.
Effect: The foe must roll +2 during Accuracy Check to hit you with the thermal attack.

TRIPLE CHANGER [Cybertronian]
SA
Prerequisite: At least three ability scores above 13.
Static
Target: Self.
Effect: You gain an additional Alt-Mode of your choice that you meet the prerequisites of.

TWO FACED [Cybertronian][Starter]
S
Static
Effect: If you possess this Starter Feature you possess two Robot-Modes and no Alt-Modes. Each Robot mode possesses his own ability allocations, but the Size score must remain the same, and no ability score can have a difference of more than 10 between the two modes.

WEAPON FOCUS [Cybertronian]
SA
Static
Effect: Choose a specific generic weapon such as ‘Scrapmaker, ‘Gear Shredder, or ‘Longsword’. This becomes your “Weapon of Choice”. You may take Weapon Focus multiple times, each time choosing a new weapon.

When using your Weapon of Choice, your Accuracy Target is reduced by 2, and you deal the Third Stage Damage for the weapon.
If you are level 10 or higher, you deal Fourth Stage Damage instead.
If you are level 20 or higher, you deal Fifth Stage Damage instead.


XENOMORPH [Cybertronian][Starter]
SAO
Static
Target: Self.
Effect: If you possess this Starter Feature you select two Alt-Modes that you fufil the prerequisites of. You possess these two Alt-Modes, but no Robot mode.
Special: If you gain the Triple Changer Feature you may select a Robot mode instead of gaining an additional Alt-Mode.

Milo v3
2012-12-25, 06:57 AM
Destroyer
Prerequisites 13 Ar, 13 St
Bonus +1 Ar, +1 St
Penalties -1 Ag


Base Features
HEAVY WEAPONS [Destroyer Feature]
SAC
Static
Target: Weapons.
Effect:The Mass score for each of the Destroyers weapons is reduced by two.
Combiner Effect: The Mass score for the weapon the Destroyer forms is reduced by three.

WEAPONS OF THE TITANS [Destroyer Feature]
BSAC
Static
Effect: The Destroyer adds either half his Armour or Strength Modifer to the damage he deals after it is calculated normally.
Special: If you would gain this Feature twice, you add half your Armour and Strength Modifiers to the damage he deals after it is calculated normally.
Combiner: As normal.


Destroyer Features
AFFIRMATION [Destroyer Feature]
FIAC
Prerequiste: Destroyer, Strength 16
At-Will
Trigger: You fell a foe or score a critical hit.
Effect: You gain temporary Hit Points equal to your St modifier doubled.
Combiner Effect: When the Combiner fells a foe or scores a critical hit, the Combiner gain temporary Hit Points equal to your St modifier.

BARRAGE [Destroyer Feature]
FIC
Prequisites: Destroyer, Perception 15, Strength 15
Daily - Every 10 levels gained, you may perform this Feature another time per day.
Trigger: You declare an Attack with a ranged weapon.
Effect: Your next attack gains the Blast keyword. The blast radius in meters is equal to half of your Strength modifier.
Combiner Effect: The combiner gains the use of this ability, as long as your Function is Weapon.

BREAK THROUGH [Destroyer Feature]
BAC
Prerequisites: Destroyer, 3 Destroyer Features
Daily – Every 10 levels gained, you may perform this Feature another time per day.
Target: Cybertronian or Wall effect.
Effect: When this ability is used, make a melee attack. This attack Accuracy check with a Target of 2. On a hit; you deal 3d10+8+St modifier. If used against a Wall, it destroys the wall instead of dealing damage.
Combiner Effect: The Combiner gain the use of this ability, as long as your Function is Arm.

INTIMIDATE [Destroyer Feature]
BAC
Prerequisites: Destroyer, 16 STR, 14 CON
Daily – Every 5 levels gained, you may perform this Feature another time per day.
Target: A creature that can percieve you.
Effect: The subjects St score is reduced by 2 until the end of the encounter.
Combiner Effect: The combiner gains the use of this ability, as long as your Function isn't Leg.

Milo v3
2012-12-25, 07:11 AM
Inflitrator
Prerequisites 13 Ag, 13 Pe
Bonus +1 Ag, +1 Pe
Penalties -1 St


Base Features
SPEEDSTER [Infilitrator Feature]
SA
Static
Target: Capability.
Effect: Select one of the following capabilities that you possess in at least one of your Alt-Modes; Overland, Sky Surface, or Underwater. In your robot and alt-modes this capability is increased by 1.

SNEAK ATTACK [Inflitrator Feature]
FA
Encounter - Every 5 levels gained, you may perform this Feature another time per encounter.
Trigger: Attacking a target that isn't aware of your presence.
Effect: The attack is a Critical Hit on 18-20. If an attack already has an extended Critical Hit range, Sneak Attack extends that range by -2.


Inflitrator Features
To Be Added....

Milo v3
2012-12-25, 07:24 AM
Scientist
Prerequisites 13 Kn, 13 Pe
Bonus +1 Kn, +1 Pe
Penalties -1 Ar


Base Features
CYBER SCANNER [Scientist Feature]
BA
At-Will
Target: Cybertronian.
Effect: Roll 1d20 and add your Kn modifier. If the result is higher then 15, the you immediately identify the targets alt-mode, faction, or active weaponry.

SYSTEM DIAGNOSTIC [Scientist Feature]
BA
At-Will
Target: Cybertronian.
Effect: Roll 1d20 and add your Pe modifier. If the result is higher then 15, you identify how much HP the target currently has. If you roll higher then 20, you learn what level the target is.


Scientist Features
To Be Added....

Milo v3
2012-12-26, 06:10 AM
Titan
Prerequisites 13 Ar, 13 Si
Bonus +1 Ar, +1 Si
Penalties -1 Kn


Base Features
Armour of the Titans [Titan Feature]
SA
Static
Target: Self.
Effect: Add X to your HP. X is equal to your Ar or Si modifier times five.

Weapon of the Titans [Titan Feature]
BSA
Static
Effect: The Titan adds either half his Armour or Strength Modifer to the damage he deals after it is calculated normally.
Special: If you would gain this Feature twice, you add half your Armour and Strength Modifiers to the damage he deals after it is calculated normally.


Titan Features
To Be Added....