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rferries
2018-03-11, 02:30 AM
In the beginning, moments after "The Formatting", when the First Light was still questing forth, all were one -- and his name was Primus.

Primus - Warrior God! Forged in the Universal Furnace, conceived as a reaction to his opposite. And as Primus walked the surface of Cybertron, across the Miracle Planet, he felt an urgency in his body - something hot and coiled and rootless: A nest of sparks.

Without hesitation, he broke apart his body, giving the lives inside him full force of expression. And so One became Five.

Mortilus. The Death Bringer -- the necessary corollary to life.

Solomus! Wisdom Incarnate!

Primus! Light-Giver! Life-Giver!

Epsitemus! Knowledge Personified!

Adaptus! Blessed with an infinity of shapes.

Together, they were known as "The Guiding Hand".

A nurturing presence, forever remote but always within reach, The Hand populated the planet with a single gesture. Primus decreed that every Cybertronian should provide for his brethern, and so he bless all his children with a Second Shape that would most efficiently meet the need of the planet and its inhabitants. And thus began the first Golden Age.

But Mortilus was restless. He believed that the Hand should become a Fist, striking out at the rest of the Universe.

There was division. There was disharmony. The Hand began to lose its grip. Mortilus stood against Primus, triggering a conflict so great that Cybertron shuddered and the first moon was ripped asunder. Mortilus was eventually destroyed but at great cost to the rest of The Guiding Hand.

Close to death, Primus sought refuge at the Heat of Cybertron, reintegrating himself with the folds of circuitry from which he had first sprung. Over time, his body became known as Vector Sigma, the source of All Sparks - all sentience.

Mortilus' last act had been to trap Solomus within a crystal prison -- but the wise Solomus was able to reconfigure his prison so that it became a conduit for Vector Sigma. But more than life, his gift to future generations was his wisdom.

Epistemus and Adaptus were not so lucky: Mortilus stripped them bare, reducing Epistemus to a Brain Module and Adaptus to a Transformation Cog. Before they died, they offered themselves as blueprints for future generations, thereby ensuring that Cybertronians had intellect and functionality to meet the demands made by their environment.

And because Mortilus had been killed -- because death itself died -- the Sparks of future Cybertronians would burn forever. The generation of Cybertronians who had first inherited these gifts - Sentience, Wisdom, Intellect, Change and Immortality - vowed to put them to good use, and left their miracle world to spread peace and happiness across the universe.

Over time they became known as -- The Knights of Cybertron.
https://i.imgur.com/VtksGAk.jpg
Cybertronians
Physical Description: Cybertronians outside of their alt-mode generally appear as roughly humanoid robots - two arms, two legs, a head (which may have a visor instead of eyes and/or a plate instead of a mouth), and so forth. It is often possible to identify a cybertronian's alt-mode by examining their associated "kibble' (e.g. a cybertronian with an aircraft alt-mode might have a glass cockpit in their chest and folded jet wings on their back). When in their alt-mode, cybertronians are often indistinguishable from a standard object (or even creature) of the alt-mode's type.


Rossum's Trinity: A Cybertronian's being possesses three vital and interlinked parts: the brain module, the spark (a glowing blue crystal containing the Cybertronian's soul, usually located in the Cybertronia's chest), and the transformation cog. Damage to one of the three can result in damage to the other two, though some Cybertronians choose to remove their transformation cogs. Destroying the brain module or spark are the only guaranteed ways to kill a Cybertronian.

Society: Cybertronians are in the grip of a horrific civil war. The two main factions (Autobots and Decepticons) have warred for ages beyond reckoning, driving almost all other Cybertronians (non-aligned indigenous lifeforms, or "NAILs") into exile to escape the conflict. Autobots champion the cause of justice, Decepticons value only tyranny, and NAILs wish simply to be left in peace. In spite of their militant culture Cybertronians are still capable of being friends ("amica endurae") and lovers ("conjunx endurae"), though generally only within their own faction for obvious reasons.

Relations: Many other races have been dragged into the Cybertronian War, and the Decepticons have few qualms about exploiting or eradicating "lesser" (i.e. non-construct) beings. For this reason Cybertronians are viewed with suspicion and hostility by others, though the noble Autobots have done much to redeem their own faction's reputation. Humans have had the most interactions with Cybertronians by far, though gnomes often have a burning interest to learn more of their race.

Alignment and Religion: Cybertronians are mildly inclined towards Law -be it in the form of democracy or tyranny. Autobots are strongly inclined towards Good, Decepticons towards Evil, and NAILs towards Neutrality. Almost all Cybertronians worship Primus and his sub-deities, though a few secretly praise his malevolent counterpart Unicron.

Adventurers: The War has forced most Cybertronians to take up arms at one point or another, and NAILs must be strong and clever to survive in exile. Cybertronians tend to become martial and religious classes (fighters, paladins, clerics, etc.).

Cybertronian Racial Traits
+2 Constitution, +2 Strength, -2 Dexterity: Cybertronians vary greatly in size and function, but as a mechanical race they are strong, tough, and awkward.

Mortal Construct: Cybertronians are constructs with the mortal subtype. Unlike other constructs they must recharge (sleep) and consume crystallised or liquid energy ("energon"), though they do not need to breathe.

Mortal (Ex): This creature lacks the immunities normally granted by virtue of its type. It may be raised by raise dead and similar effects, regardless of its type. Furthermore, a creature of this type may only assume humanoid forms when using the alter self spell.
Medium: Cybertronians are Medium creatures and receive no bonuses or penalties due to their size.

Faction (Ex): Each Cybertronian begins play belonging to one of the factions of the Cybertronian War. A Cybertronian that switches sides retains the benefit of their original faction rather than gaining a new one.


Autobot: +2 racial bonus on Diplomacy checks.

Decepticon: +2 racial bonus on Intimidate checks.

NAIL: +2 racial bonus on Sense Motive checks.

Normal Speed (Ex): Cybertronians have a base speed of 30 feet.

Alt-Mode (Ex): Each Cybertronian begins play with a specific alternate mode ("alt-mode"), which cannot be changed (except through certain feats). Alt-modes can be almost any object within one size of the Cybertronian's actual size, subject to DM approval.

As a full-round action a Cybertronian may transform into their alt-mode or back, retaining all their normal statistics except size. However, alt-modes usually lack limbs and opposable digits and therefore transformed Cybertronians cannot make attacks with weapons (including natural weapons and unarmed strikes), cast spells with somatic components, or perform any action requiring at least one free hand unless otherwise specified.

While transformed, a Cybertronian gains a +10 bonus on Disguise checks to appear as a normal item of the alt-mode's type.

Sample alt-modes include:


Aircraft: You are a plane of some kind. While transformed, you gain a fly speed equal to your base land speed with average maneuverability.

Automobile: You are a car, train, tank, or similar vehicle. While transformed, your base land speed is doubled.

Energy Weapon: You are a hand-held energy blaster. While transformed, you may be wielded by a friendly creature as a ranged weapon (using that creature's attack rolls). While being wielded, you deal 1d6 points of force damage per character level, deal triple damage on a critical hit, and have a range increment of 120 feet.

Tool: You are a highly advanced device of some kind e.g. a large and complex microscope for Search checks, a bulky music box for Perform (sing) checks, etc. While transformed you gain a +10 circumstance bonus on checks made with a particular skill. This bonus increases to +20 at 5th level, and to +30 at 9th level.

Watercraft: You are a ship or submarine. While transformed, you gain a swim speed equal to your base land speed. In either form you gain a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. You may always choose to take 10 on a Swim check, even if distracted or endangered when swimming. You can use the run action while swimming, provided that you swim in a straight line.

Cybertronian Durability (Ex): Cybertronians heal hit points and ability damage naturally and through spells but not through the Heal skill. Craft (armorsmithing) may be used to treat a Cybertronian just as Heal can be used to treat a living creature.

A Cybertronian is not permanently harmed by the loss of a limb, head, or other vital organ (though it may greatly reduce their combat effectiveness). A severed body part may be detached or reattached as a full-round action by making a successful DC 20 Craft (armorsmithing) check. A Cybertronian may be fully disassembled and reassembled in this way without harm.

A Cybertronian that has been reduced below 0 hit points or less will not heal naturally but does not die until its brain module or spark are destroyed (requiring a coup de grace, disintegrate effect, or similar targeted or destructive attack). It will remain inert and unconscious indefinitely, and can be brought back from "death" by restoring its hit points to 1 or more. A Cybertronian receiving long-term care (via Craft (armorsmithing) instead of Heal) can be restored in this way.

Cybertronian Immunities (Ex): Cybertronians have few of the standard construct immunities. They are immune to nonmagical poisons and diseases (unless those poisons or diseases specifically affect Cybertronians) and to aging effects. They can survive comfortably underwater and in a vacuum.

Cybertronian Resistances (Ex): Cybertronians have a +2 racial bonus on all Fortitude saves. This bonus does not apply against effects that specifically affect constructs or objects.

Hardness (Ex): Cybertronians have hardness equal to their character level.

Radio (Ex): Cybertronians can communicate with each other through a technology-based form of telepathy, out to a range of 300 feet.

Rust Vulnerability (Ex): Cybertronians are affected normally by rust attacks, such as that of a rust monster or a rusting grasp spell.

Favoured Class: Fighter.

Languages: Cybertronians begin play speaking Common and Cybertronian. Bonus Languages: Dwarven, Elven, Gnome, Ignan, and Terran.

Level Adjustment: +1.

Cybertronian Feats
Aerial Bot
You are a master of the skies.

Prerequisites
Alt-Mode (aircraft), character level 3rd.

Benefits
Your aircraft alternate mode is either a helicopter (maneuverability improves to perfect) or fighter jet (fly speed increases to triple your base land speed). Choose one of those forms when you select this feat (you may change your selection whenever you gain a level).

Alt-Mode Spell
You are adept enough to freely cast spells in your alt-mode.

Prerequisites
Alt-Mode, character level 6th.

Benefits
You may cast spells with somatic components while in your alt-mode by substituting various movements (spinning wheels, rolling down windows, etc.) for the normal components.

Beast Machine
You fought in the Beast Wars.

Prerequisites
Cybertronian, must be selected at character creation.

Benefits
Choose a creature of the animal or vermin type within one size category of your own. Your alt-mode becomes that creature's general shape. You gain that creature's natural attacks, exceptional special attacks, and movement modes while transformed.

While transformed you are an obviously mechanical creature (you do not gain a bonus on Disguise checks). When you select this feat you may instead choose to appear organic while transformed (gaining a +10 bonus on Disguise checks), but if you do you are susceptible to any effect that can affect animals or vermin (e.g. charm animal), as appropriate.

Energy Cannon
You can fire yourself.

Prerequisites
Alt-Mode (energy weapon).

Benefits
While transformed, you may aim and fire yourself once per round as a full-round action. Once you fire yourself you must wait 1d4 rounds before firing again.

Holomatter Avatar
You can project a remote humanoid image of yourself for the purposes of diplomacy (and subterfuge).

Prerequisites
Cybertronian.

Benefits
You may project an illusory humanoid version of yourself as a standard action. This ability functions as project image, save that it lasts as long as you concentrate, you need not maintain line of effect, and the image cannot be used to cast spells. The image can be physically interacted with and has the statistics of an unseen servant.

The image has one set race and appearance, chosen when you select this feat. It has a +10 bonus on disguise checks to appear as a humanoid of the chosen race.

Improved Size
Cybertronians vary widely in size, and you are one of the larger members.

Prerequisites
Cybertronian, character level 3rd.

Benefits
You advance to the next largest size (http://www.d20srd.org/srd/improvingMonsters.htm#sizeIncreases).

Special
You may select this feat more than once, each time advancing to the next largest size.


Cassette Cohort
You have a friendly Cybertronian ally stored within you, ready to appear at a moment's notice.

Prerequisites
Alt-Mode (tool), Improved Size, character level 6th.

Benefits
You gain a cohort exactly as described under Leadership, save that the cohort must be a Cybertronian and must be three or more levels below you. In addition to any other alt-mode possessed by the cohort, it has a "cassette" alternate mode allowing you to store it secretly within your own body as a full-round action.

Special
You may select Cassette more than once, each time gaining an additional cohort. You may store and release any number of cassette cohorts as a full-round action.

Metrotitan [Epic]
You are one of the formidable Metrotitans - largest and most powerful of the Cybertronians.

Prerequisites
Cybertronian, colossal size, character level 21st.

Benefits
You may use disintegrate at will as a spell-like ability, in the form of energy blasts from your eyes.

You may use greater teleport and plane shift at will as spell-like abilities.

Matrix Affinity
You show the signs of a potential Matrix-bearer.

Prerequisites
Cybertronian, good alignment, must be selected at character creation.

Benefits
You gain a +2 bonus to your Wisdom and Charisma scores.


Prime
You got the touch (https://www.youtube.com/watch?v=GyIzzBf18pg).

Prerequisites
Cybertronian, Matrix Affinity, good alignment, character level 18th.

Benefits
You acquire the Matrix, a crystalline artifact of supreme Good and Wisdom treasured by the Cybertronian race. You store the item in your chest (along with your spark), and it grants you the power to use miracle three times per day as a spell-like ability. Additionally, you gain a +20 circumstance bonus on Diplomacy checks made to influence non-evil Cybertronians.

Monoformer
You have had your transformation cog surgically removed, and have become more self-assured.

Prerequisites
Cybertronian.

Benefits
You lose the ability to transform to an alt-mode.

Your level adjustment is reduced by -1 (immediately granting you a level in the class of your choice for which you meet the prerequisites).

You gain a +2 bonus to your Wisdom score.

On-Board Weaponry
Your alt-mode is fully armed.

Prerequisites
Alt-Mode (aircraft, automobile, or watercraft), character level 6th.

Benefits
When you select this feat, choose either energy bolts or missiles (you may change your selection whenever you gain a level). While transformed, you may fire the chosen weapon as an attack or full attack.

Energy bolts deal 1d4 points of force damage (for a Medium Cybertronian), have a range increment of 120 feet, and deal triple damage on a critical hit.

Missiles deal 1d6 points of fire damage (for a Medium Cybertronian), 1 point of fire damage to all creatures in a 10-foot radius from the target, and have a range increment of 120 feet.

Point-One Percenter
Your jade-green spark marks you as one of the "0.1 percenters" - rare but exceptionally powerful Cybertronians.

Prerequisites
Cybertronian, must be selected at character creation.

Benefits
You gain a +4 bonus to each of your ability scores.

Your level adjustment increases by +1.[/INDENT]

Ramming Speed
You can run down your enemies.

Prerequisites
Alt-Mode (automobile), character level 3rd.

Benefits
While in automobile form you may make charge attacks, dealing 4d6 + twice your Strength modifier points of damage (for a Medium Cybertronian) to your target and all creatures in your path.

Size Shifting
You can assume an even larger (or smaller) alt-mode.

Prerequisites
Cybertronian.

Benefits
Your alt-mode(s) may creatures or objects of any size, subject to DM approval (choose new alt modes when you select this feat).

Once per day you may exploit your size-changing abilities, albeit with great effort. As a full-round action you may change your standard form into any size (http://www.d20srd.org/srd/improvingMonsters.htm#sizeIncreases) of your choice for up to one round per level. Once the effect expires you become exhausted.

Triple-Changer
You can assume a variety of forms.

Prerequisites
Cybertronian.

Benefits
Choose an additional alt-mode. You may transform into that alt-mode as well as your original one.

Water Bot
You are a master of the waves and the depths.

Prerequisites
Alt-Mode (watercraft), character level 3rd.

Benefits
While transformed, your swim speed increases to three times your base land speed.

Vehicle
You can transport others in your alt-mode.

Prerequisites
Alt-Mode (aircraft, automobile, or watercraft).

Benefits
While transformed, you may carry other creatures safely within your alt-mode. Your alt-mode contains breathable air and protects such creatures from the outside environment (vacuum, water, etc.).

You may transport 2 creatures that are at least one size smaller than you, 4 creatures that are at least two sizes smaller, 8 creatures that are at least three sizes smaller, and so on.



I've recently discovered James Robert's FANTASTIC Transformers series, and was inspired to adapt Cybertronians as a race. Please chime in with other ideas for alt-modes!

For the purpose of this race, constructs have Constitution scores (http://www.giantitp.com/forums/showthread.php?533099-Potential-houserule-Constitution-scores-for-constructs-and-undead&p=22283354#post22283354).

To-do: Constructicon feat, Transmetal feat, flesh out the Matrix (should give Knowledge too), and I'm sure loads more.

Darth Ultron
2018-03-11, 02:11 PM
Well, I'm a Transfan, so...

First, you are going for a technological robot in a technological world, or a fantasy 'bot in a fantasy world?

*+2 Constitution, +2 Strength, -2 Dexterity: Cybertronians vary greatly in size and function, but as a mechanical race they are strong, tough, and awkward.

The above does not describe all Cybertronians, or even a ''default'' one. Some Cybertronians are big and strong and un-dextrious, but that is only like a third of the race. The other third is smaller, physically weak and very dextroius. And that other third is the smart wise ones that often have weak everything else.

So it might be better to say something like "Cybertronians vary greatly in size and function, and can pick two abilities to to add a +2, and one ability to take a -2.


*Mortal Construct: Cybertronians are constructs with the mortal subtype.

You might want a New type here...''construct'' does to really fit. This is also where you get the odd cross....if they are tech robots, they won't encounter the spell raise dead, right?

*Medium: Cybertronians are Medium creatures and receive no bonuses or penalties due to their size.

So....they transform into small, medium or large sized vehicles? This is very odd and very limiting. And, they can become a small sized creature energy blaster? You have the same problem with a small creature size tool.

Craft (armorsmithing) is just all sorts of wrong for ''healing'' a Transformer. I guess you can in a vague way say ''armorsmithing'' can fix the metal skin of a Transformer, but that is a long way from ''healing'' or rearing a damaged ''living machine''.

You want more Craft(mechanics) or something like that.

And again, to reattach a body part to a Transformer will take a LOT more then a ''armorsmith with a hammer''.

*Cybertronian Resistances (Ex): Cybertronians have a +2 racial bonus on saves against mind-affecting effects. There does not seem to be a reason for this...transformer minds are just like any other minds.

*Hardness (Ex): Cybertronians have hardness equal to their character level. This is a bit powerful, and a bit odd. It's not like EVERY transformer is ''tough''. This might be much better as a Feat: The Ironhide Feat :) .

*Radio (Ex): Cybertronians can communicate with each other through a technology-based form of telepathy, out to a range of 300 feet.

So here they are Tech based? With a 300 foot range radio telepathy? Is this not a bit more like an at-will message spell?

*Favoured Class: Fighter.

What? Why? This is saying that all Transformers are fighters, but that is flat out not true. You could say the favored class of Decepticons is Fighter, but the favored class of Autobots is more Expert or Skillmonkey...maybe factorum?

*Beast Wars? Um, you have this mixed up a bit. A Beast Wars Transformer DOES look exactly like an animal, complete with synthetic flesh and hair and such. And why does an animal looking robot get effected by animal spells?

A Normal Transformer looks like a ''metal lion''.

*Energy Cannon? Why must you wait time to er, fire yourself?

*Monoformers become Wise why?

*On-Board Weaponry...is very odd as the vast majority of Transformers can shoot energy blasts in their alt modes

Really, Transformers are complex enough that you'd need a whole project for this. You'd want the Base Race to be bland, but then have more ''prestige classes'' to make them more unique and special. For example you just have ''cassette cohort'' as a feat, but it really should be a prestige class ''Cassette Master''.

rferries
2018-03-11, 03:48 PM
Well, I'm a Transfan, so...

First, you are going for a technological robot in a technological world, or a fantasy 'bot in a fantasy world?

High-five!

I tried to leave it pretty nebulous but erred on the side of "fantasy bot in a fantasy world" when forced to - d20 Modern probably fits better but that's obviously a less-popular system.


*+2 Constitution, +2 Strength, -2 Dexterity: Cybertronians vary greatly in size and function, but as a mechanical race they are strong, tough, and awkward.

The above does not describe all Cybertronians, or even a ''default'' one. Some Cybertronians are big and strong and un-dextrious, but that is only like a third of the race. The other third is smaller, physically weak and very dextroius. And that other third is the smart wise ones that often have weak everything else.

So it might be better to say something like "Cybertronians vary greatly in size and function, and can pick two abilities to to add a +2, and one ability to take a -2.

As a baseline, Cybertronians are robots - stronger and tougher than humans (and almost always much larger, but for the purpose of balance I kept them Medium and didn't give them Powerful Build). Individuals vary but that's true of any race. Perceptor and Rewind might be "weak" Cybertronians but they can lift human cars with ease.


*Mortal Construct: Cybertronians are constructs with the mortal subtype.

You might want a New type here...''construct'' does to really fit. This is also where you get the odd cross....if they are tech robots, they won't encounter the spell raise dead, right?

I dislike creating entirely new types, I generally use the Mortal subtype to cheat - keeps the flavour of a particular type without making them unbalanced.


*Medium: Cybertronians are Medium creatures and receive no bonuses or penalties due to their size.

So....they transform into small, medium or large sized vehicles? This is very odd and very limiting. And, they can become a small sized creature energy blaster? You have the same problem with a small creature size tool.

Ha yes, this is a big problem in the franchise (I recommend reading the TF Wiki on Size haha).


Craft (armorsmithing) is just all sorts of wrong for ''healing'' a Transformer. I guess you can in a vague way say ''armorsmithing'' can fix the metal skin of a Transformer, but that is a long way from ''healing'' or rearing a damaged ''living machine''.

You want more Craft(mechanics) or something like that.

And again, to reattach a body part to a Transformer will take a LOT more then a ''armorsmith with a hammer''.

Craft (armorsmithing) (or Craft (weaponsmithing)) are the skills used in fantasy for making iron golems, the closest counterpart to this race in Core. If you use d20 Modern Craft (mechanical) or Repair would definitely be the way to go, but I didn't want to create an entirely new skill.


*Cybertronian Resistances (Ex): Cybertronians have a +2 racial bonus on saves against mind-affecting effects. There does not seem to be a reason for this...transformer minds are just like any other minds.

Yes, this was a holdover from the construct type. I've removed the Will bonus.


*Hardness (Ex): Cybertronians have hardness equal to their character level. This is a bit powerful, and a bit odd. It's not like EVERY transformer is ''tough''. This might be much better as a Feat: The Ironhide Feat :) .

Since they're made of metal and are often depicted as resisting fire, radiation, extreme cold, etc. I just slapped hardness on them. Otherwise would be a natural armour bonus or somesuch.


*Radio (Ex): Cybertronians can communicate with each other through a technology-based form of telepathy, out to a range of 300 feet.

So here they are Tech based? With a 300 foot range radio telepathy? Is this not a bit more like an at-will message spell?

This was a bit of a joke (radio would appear as telepathy to a wizard). Could be deleted easily.


*Favoured Class: Fighter.

What? Why? This is saying that all Transformers are fighters, but that is flat out not true. You could say the favored class of Decepticons is Fighter, but the favored class of Autobots is more Expert or Skillmonkey...maybe factorum?

Not all dwarves are fighters, not all elves are wizards, etc. Favoured class is just a suggestion - and certainly the Cybertronian Wars have involved a lot of fighting!


*Beast Wars? Um, you have this mixed up a bit. A Beast Wars Transformer DOES look exactly like an animal, complete with synthetic flesh and hair and such. And why does an animal looking robot get effected by animal spells?

A Normal Transformer looks like a ''metal lion''.

This feat was a combination of the Beast Wars show as well as the mechanical animals that predated it - e.g. the Insecticons. If you choose to be a "fleshy" animal you have to grapple with your beast mode's bestial nature (a plot point in a couple episodes of the series).


*Energy Cannon? Why must you wait time to er, fire yourself?

For balance purposes - otherwise you're far more powerful than a Warlock without having to take any levels in that class.


*Monoformers become Wise why?

I just tossed that in as an additional bonus (if you give up your alt-mode there's not much reason to be a Cybertronian in the first place, IMHO).


*On-Board Weaponry...is very odd as the vast majority of Transformers can shoot energy blasts in their alt modes

Yep, but if you could both fly and attack at first level you'd be too powerful.


Really, Transformers are complex enough that you'd need a whole project for this. You'd want the Base Race to be bland, but then have more ''prestige classes'' to make them more unique and special. For example you just have ''cassette cohort'' as a feat, but it really should be a prestige class ''Cassette Master''.

No argument here about the complexity! e.g. the "energy weapon" alt-mode is solely because Megatron used to turn into a gun :D This is just a quick and easy option for players who want to be a Cybertronian, without getting too deep into a new subsystem.

Darth Ultron
2018-03-11, 05:56 PM
Yours is fine for a quick and easy way to be a Transformer, but it would be hard to play one in any sort of game. Like a medium sized character could transform into a metal(?) wagon?

Really, I don't think this can be done justice without being complicated.

I'm not sure how much TF Lore you know....but maybe the ''Cybertronian'' base race should not be a Transfromer or have very much anything ''special''. In (G1) history a Cybertronian is just a ''humanoid robot from the planet cybertron''. The ability to transform, and everything else, gets added later.

Maybe make each major addition to a Cybertronian a bit more like a discovered power/body augmentation/racial ability based off HD/levels?

So like ''Transformation Cog'' would be a 1st level/1HD ability. Flight 5 ,Triple changing 10, multiple components 15 and such.

lightningcat
2018-03-11, 06:26 PM
I always love to see how other people recreate Transformers in different game systems. You might check out CraftyGames Origins of the Species: Transmechs for how they added Transformers to the Spycraft game. They use feats to make different mechs fit different ideas.
Not sure how well Transformers would work out in a more standard d&d setting as compared to a modern setting, but maybe figure out Beast modes, and that would fit the astetics better.

AOKost
2018-03-12, 05:29 AM
First off, I would like to say that I love this concept! I might modify it or straight up steal it for a part of my game somewhere along the lines lol Keep up the great work!

khadgar567
2018-03-12, 06:26 AM
okay small question how we build freaking predaking them manliest of cybertronian in the general cannon on transformers who transforms in to Dragon with capital D. but i like the idea of pretenders as sub race.

AOKost
2018-03-13, 03:58 AM
I've been thinking about allowing "mechs" in part of a game later on that are powered by the hearts of dragons... This is inspired by the anime Escaflowne... any suggestions?

lightningcat
2018-03-13, 11:06 AM
Not seen the anime, but it is a interesting idea. Plus built in conflict as dragons would automatically oppose the users, depending on how the hearts were acquired.

rferries
2018-03-13, 11:39 AM
Yours is fine for a quick and easy way to be a Transformer, but it would be hard to play one in any sort of game. Like a medium sized character could transform into a metal(?) wagon?

Really, I don't think this can be done justice without being complicated.

I'm not sure how much TF Lore you know....but maybe the ''Cybertronian'' base race should not be a Transfromer or have very much anything ''special''. In (G1) history a Cybertronian is just a ''humanoid robot from the planet cybertron''. The ability to transform, and everything else, gets added later.

Maybe make each major addition to a Cybertronian a bit more like a discovered power/body augmentation/racial ability based off HD/levels?

So like ''Transformation Cog'' would be a 1st level/1HD ability. Flight 5 ,Triple changing 10, multiple components 15 and such.

If it helps, compare the idea to a druid's wild shape. This is actually a lot simpler and less powerful, in comparison.

Yeah I'm a fan of the G1 stuff (especially Transformers; The Movie), Beast Wars & Beast Machines, and recently got into it again via the IDW comics (specifically More Than Meets The Eye and Lost Light). There are multiple origins - Quintesson creations vs. Primus/Unicron etc.

I like the idea of feats because not every Transformer is the same, and they can gain/lose abilities over the course of their career. Your class/HD idea sounds cool too though, you should make a stab at it! :)


I always love to see how other people recreate Transformers in different game systems. You might check out CraftyGames Origins of the Species: Transmechs for how they added Transformers to the Spycraft game. They use feats to make different mechs fit different ideas.

Not sure how well Transformers would work out in a more standard d&d setting as compared to a modern setting, but maybe figure out Beast modes, and that would fit the astetics better.

Thanks for the suggestion! I'll take a gander at it.

Yes they're not very "magical", but Warforged and golems set the precedent. Pus they can always be adapted into Starjammer or d20 Modern, hopefully.


First off, I would like to say that I love this concept! I might modify it or straight up steal it for a part of my game somewhere along the lines lol Keep up the great work!


I've been thinking about allowing "mechs" in part of a game later on that are powered by the hearts of dragons... This is inspired by the anime Escaflowne... any suggestions?

Thanks! I'm going to have to plead ignorance on Escaflowne though... sounds more like a template or a class than a race I would think.


okay small question how we build freaking predaking them manliest of cybertronian in the general cannon on transformers who transforms in to Dragon with capital D. but i like the idea of pretenders as sub race.

Yes he'd be tricky... as a Combiner I think the best way to replicate him would be either a Combiner feat (a teamwork feat that the whole party has to take), or some sort of Leadership build where you merge with your cohort/followers.

As for Pretenders, I could make an equivalent feat to Beast Machine or Holomatter Avatar, though I feel like you'd be better off playing an Eberron changeling if you want to mimic humanoids.

khadgar567
2018-03-13, 09:22 PM
You know i like predaking as one bot transformer instead of bunch of pcs combining into voltron like hybrid form.

Darth Ultron
2018-03-13, 10:18 PM
If it helps, compare the idea to a druid's wild shape. This is actually a lot simpler and less powerful, in comparison.

Oh, now that fits with my idea.

A Cybertronian is like Alpha Trion: just a humanoid robot(so they have a spark). Then Transformer is a Base Class, and Autobot and Decptcon is a prestige class(or paragon class or template?). And each other type of Transformer would be a prestige class.

So like a Transformer 1 is equal to a 1st level druid: they can become a medium sized object with some perks. Then as the levels go up, so do the perks.

So Optimus Prime would just be a 10th level/10th level Transformer/Autobot and Megatron would be the same but a Decptcon. Grimlock would be a 5 Autobot/5 Transfromer/5 Dinobot. Scrapper would be a 5 Transformer/5 Decptcion/ 5 Constructcon. And so on.

Also I think special abilities should be much more unique. It's not like every Transformer can turn invisible or such.


Yeah I'm a fan of the G1 stuff (especially Transformers; The Movie), Beast Wars & Beast Machines, and recently got into it again via the IDW comics (specifically More Than Meets The Eye and Lost Light). There are multiple origins - Quintesson creations vs. Primus/Unicron etc.

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rferries
2018-03-14, 11:43 AM
You know i like predaking as one bot transformer instead of bunch of pcs combining into voltron like hybrid form.

Yeah in that case he'd probably just take the size-increasing feat a bunch of times and call it a day haha.


Oh, now that fits with my idea.

A Cybertronian is like Alpha Trion: just a humanoid robot(so they have a spark). Then Transformer is a Base Class, and Autobot and Decptcon is a prestige class(or paragon class or template?). And each other type of Transformer would be a prestige class.

So like a Transformer 1 is equal to a 1st level druid: they can become a medium sized object with some perks. Then as the levels go up, so do the perks.

So Optimus Prime would just be a 10th level/10th level Transformer/Autobot and Megatron would be the same but a Decptcon. Grimlock would be a 5 Autobot/5 Transfromer/5 Dinobot. Scrapper would be a 5 Transformer/5 Decptcion/ 5 Constructcon. And so on.

Also I think special abilities should be much more unique. It's not like every Transformer can turn invisible or such.

Righto, you should write it up - maybe for the next class contest thread? :)