Transformers
are a sentient robotic species chiefly originating on the planet Cybertron.
All of these super robotic lifeforms possess at least two distinct modes and
are able to shift between them at will. One form is the primary (often
humanoid) robotic mode and the other is an alternate mode of some kind;
commonly a vehicle or weapon. Unlike constructs,
Transformers are truly alive and possess all eight basic abilities.
They are effectively immune to aging; although older Transformers may develop
signs of old age via wear and tear or exposure to harmful conditions. Transformers
are capable of surviving in outer space and possess the associated
environmental immunities. While they are immune to most of the diseases and poisons
that affect organic lifeforms, there are numerous toxins and pathogens
capable of harming these amazing beings.
Despite
possessing a Stamina score, Transformers often require repairs. When a Transformer
fails a Toughness check against physical damage, or particularly harmful
(particularly Penetrating) energy
attacks, the damage may not heal on its own. The Transformer character should
receive a victory point for needing to seek repairs; a feat surprisingly few Transformers
and exceedingly rare human beings have the training and expertise to manage.
Transformer Traits
In
a game series consisting of only Transformers, the following traits should be
provided to all player characters for no point cost. In a mixed series, Transformer
characters should pay the full character point cost for these traits and may
also be required to purchase Immunity to diseases and poisons limited to those
of Terrestrial origin with Cybertronian (or similar) hazards affecting them
normally:
•Immunity
6 +innate — aging, cold environments, suffocation, environmental radiation, environmental
vacuum 7 pts
•Morph
1 -increased action, +metamorph 5 pts
A
Transformer’s Morph ability requires a move action and allows them to change
into one other form (such as a vehicle) with a different set of traits. Their
mental abilities
often remain the same in both modes, but some variance may be appropriate. Use
of the transformation Morph effect is noticeable as parts shift and loudly
ratchet into new positions. A Transformer’s color scheme and usually their
insignia, which familiar characters can recognize fairly easily, remain in both
modes. A few Transformers have two or more alternate modes. Usually, these are
limited enough that they can be represented as a single alternate effect but a Transformer
with a truly dizzying array of alternate forms should possess the Variable
(effect instead of Morph) with a 1-point Quirk that all of the forms share the
same color scheme and be Limited to machine forms.
Circuits
Transformer
biology includes a number of circuits,
some possessed by all nearly all individuals. These represent intrinsic
portions of Transformer biology and personality and larger exist as descriptors
including the following: bio-circuits, brain circuits, conflict circuits,
electro circuits, equilibrium circuits, logic circuits, memory circuits, morale
circuits, nerve circuits, neural circuits, oral circuits, personality circuits,
reason circuits, security circuits, servo circuits, transformation circuits and
even truth circuits. Transformers with unusually advanced circuitry may gain
additional effects with the associated descriptor(s); Prowl’s
enhanced logic circuits, for example. Transformers with easily manipulated
brain circuits (or brain
modules) may have the ability to transfer their mind into
other bodies or may be especially vulnerable to abilities that manipulate them
(like Bombshell’s
cerebro-shells).
Less common circuitry types include chameleon circuits (which generate a Concealment Blending effect), auxiliary memory circuits and shielding circuitry which can disguise a Transformer’s insignia.
Less common circuitry types include chameleon circuits (which generate a Concealment Blending effect), auxiliary memory circuits and shielding circuitry which can disguise a Transformer’s insignia.
Processors
All
Transformers possess a core processor
(also referred to as a central or cerebral processor) which houses the most
crucial circuitry components and is analogous to the human brain. Sentient Transformers
also possess a logic processor and a meta processor (which allows self
awareness). Most also possess vocal processors and there are likely countless
other types of processors that facilitate life and functionality. Unless they
are especially advanced or modified in some way, these processors simply add
descriptors to a Transformer’s various traits.
Programs
Like processors, programs are a largely descriptive feature. Some characters may possess uncommon programs or have particularly well-developed programming that justifies higher than usual abilities or skills, or provides additional faculties in the form of powers. Known programs include combat programming, humility programming, personality programming, predictive programming (which may allow for Danger Sense or mental Quickness) and timing programming.
Like processors, programs are a largely descriptive feature. Some characters may possess uncommon programs or have particularly well-developed programming that justifies higher than usual abilities or skills, or provides additional faculties in the form of powers. Known programs include combat programming, humility programming, personality programming, predictive programming (which may allow for Danger Sense or mental Quickness) and timing programming.
Sensors
Transformer
senses
are similar to humans by default, however many Transformers possess enhanced or
unusual (by human standards) senses. Almost every Transformer possesses audio,
olfactory and optical sensors
(also called photocells) and extended senses are possessed by significant
numbers of Transformers (particularly among those involved in the Great War).
Less common sensors include equilibrium sensors (which may provide enhanced movement
(such as Sure-Footed or Wall-Crawling Limited to upright
movement), rear mounted optical senses (essentially providing radial vision and
possibly Danger Sense), targeting
sensors (which may provide Enhanced
Advantages
such as Improved
Aim
or Ranged
Attack) and surveillance packages (providing a Radio sense, Tracking ability and other associated sensory effects).
Size
Transformers
are often a size other than medium (size rank -2) possessing ranks of Growth
or Shrinking
and often modified with Innate and Permanent. Some Transformers have an
alternate mode that is a different size than their primary mode while others
can seemingly adjust
their size (represented as additional ranks of Growth or
Shrinking without the Innate or Permanent modifiers). The mechanisms by which Transformers
adjust their size are somewhat mysterious. Transformers who change size when
alternating between modes may physically shift their mass so that they become
denser and more compact or allow them to occupy a greater area while being
composed of largely empty space.
Many Transformers are the same size rank as their alternate modes with those who take the form of a car being large in both forms, for example. Others have alternate modes that are essentially downscaled replicas of actual vehicles. Specifically, some Decepticon jets appear to be large or huge while a functional military jet for use by humans would actually be larger.
Many Transformers are the same size rank as their alternate modes with those who take the form of a car being large in both forms, for example. Others have alternate modes that are essentially downscaled replicas of actual vehicles. Specifically, some Decepticon jets appear to be large or huge while a functional military jet for use by humans would actually be larger.
Unusual Transformer Traits
Most
Transformers have abilities which are reasonably well defined by the traits
previously described, however a number of exceptional Transformers exist, often
being examples of a sub-category of super-robotic lifeform.
Combiner
Combiners
are Transformer individuals with the ability to combine into a larger, shared
form which functions as an individual (often to the point of having a distinct
personality). Two, three or four member combiners may be individual humanoid
robots who share an alternate mode or may have the ability to function
independently in two modes while having a “powered-up” combined mode. Larger
teams of individuals may have the ability to form a super “gestalt” robot when
all of the component characters are present and able to occupy a designated
space in the combined form (one member forms an arm, another forms the
shoulders and head, and so on). Gestalts may have no persona of their own
requiring their component members to agree and cooperate in order to function,
while others become an individual entity possessing a will (and perhaps even
agenda) separate from that of its components.
Combiners
possess the Combine power which is a
specialized version of the Summon
effect allowing all of the component characters to join (summon the combined
form) into one larger character. The effect requires that all component
characters be present and it effectively removes the component characters from
play (because they are inside the combined form). Usually the point cost of the
Combine power is evenly divided between all of the component characters.
Free Combiners
Free combination
combiners are often members of a team with five members with one larger member
(often the team leader) who forms a robotic torso with the other members
forming the limbs of the combined form. These types of combiners can form their
combined mode even while one or more members is absent (with the combined form
consequently missing one or more limbs) and may substitute other free combiners
for missing members to create unique entities with unpredictable results. The
secret of combination appears to be able to give any Transformer the ability to combine this way, but due to the
capricious nature of the “gestalt” personality created as a result, this type
of experimentation is frowned upon except by the desperate and insane.
With
free combination, the component character must possess the Combine power, but they do not evenly divide the point cost for the
power.
Pretenders
Pretenders
are subset of Transformers with the ability to disguise themselves as an
organic life form. Pretenders who simply have a cosmetically organic appearance
possess the Insidious modifier with
their transformation ability making the effect noticeable only with a
Perception check or with special senses able to distinguish organic or
mechanical life. Some Pretenders have an organic “shell” which encases one of
their modes and can more effectively foil such detections requiring an Analytical sense to be employed in
order to discern the Transformer’s true nature. Specialized Pretender shells may
be able to operate independently of a Transformer’s robot form, which can be
replicated with a Summon
effect.
Due to their size, most Transformers are limited in the pretender forms that can be used to reasonably disguise them.
Due to their size, most Transformers are limited in the pretender forms that can be used to reasonably disguise them.
Titan Masters
Approximately
human sized (or smaller) robots, Titan Masters are an ancient and mysterious
group of Transformers who originally worked to maintain the gigantic Titan
Transformers. Titan Masters have recently reemerged to join the ranks of the
Autobots and Decepticons in the Great War and gained the ability to transform
into the heads of larger Cybertronians and transfer new abilities into their
bodies (essentially acting as a two member combiner team).
Titan
Masters often employ vehicles (which may also transform) to allow them to rival
regular Transformers. Some possess individualized non-sentient transforming
bodies called Transtectors
(which function like Mechamorphs, see Mecha)
and use them to function as the equals of larger transformers. Due to their
size, Titan Masters make excellent subjects for Pretender technology as they
may be able to pass as human.
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