My Transformers RPG with RQ rules

Mage

Mongoose
I am using the rules for a Transformers game I'm gonna run. If anyone is both a transformers and runequest fan, I have put together my own bits and pieces. I want to share, but a few issues arsie:

armour
encumberance
strength of guns

transforming
energon

If anyone know the original series, I am basing it off that. Nothing major, just for personal use, but I remember some people talking about games of it they did before.

This is a mix of rules mod and notes I did a while back. It is not complete, the semi finshed version at home, this was all I hadon my memeroy stick.

Tell me what you think:

Transformers RPG

Creating a Transformer

Note:
• Add the following changes to the character creation: 150 free skill points, with skills benefiting from a maximum of 50, not 30.
• After rolling for money, double it.
• You have an extra 4 points to add to your characteristics as you see fit.
• Hero Points: 3.

The following are identical to the rulebook except as outlined below:

1. Determine Characteristics
2. Determine Attributes
3. Determine Basic Skill Scores
4. Determine Previous Experience
5. Determine General Information
6. Starting Equipment

1. Determine Characteristics

The following are for determining the size for a Medium Sized Transformer. For minicons (or other Small Transformers), halve the total scores, and for humans (or other Tiny organic characters), divide the scores by four. In all cases, round down to the lowest number. For Large Robots, add 6 to each of the scores below, and 20 in the case of gigantic ones. For Behemoths, follow the protocol for Large Robots, after which you double the score.

Str: Roll 4d6. Discard the lowest. Add the highest three.
Constitution: Roll 4d6. Discard the lowest. Add the highest three.
Dexterity: Roll 4d6. Discard the lowest. Add the highest three.
Size: Roll 3d6. Discard the lowest. Add the highest two and 6.
Intelligence: Roll 3d6. Discard the lowest. Add the highest two and 6.
Power: Roll 4d6. Discard the lowest. Add the highest three.
Charisma: Roll 4d6. Discard the lowest. Add the highest three.

Steps 2, 3, 5 & 6 as rulebook.

4. Determine Previous Experience.

Gladiator (Barbarian)
Example: Megatron, most Decepticons.

Labourer (Peasant)
Example: Iron Hide, Devastator, Kup.

Scientist (Townsman)
Example: Perceptor, Shockwave, Ratchet.

Elder (Noble)
Example: Alpha Trion, Qunitisons.

Changes to page 9.

Replace Boating with Unarmed, Lore Animal with Data (minicon), Lore (Plant) with Data (Autobot), and Riding with Data (Decepticon).

Replace Sling with Pistol, Crossbow with rifle, and riding with drive.

Note that if a character does not transform into a vehicle, disregard the Drive and pilot skills and refer to the non-vehicle transformer section.

With regard to ship handling, this skill will be used aboard spaceships, and not water vessels.

Changes from page 10 – 13.

Ignore Advanced skills.
Ignore the following professions: Courtier, Farmer, Fisherman, Herdsman, Priest, Shaman, Witch and Wizard.
Replace the following names with the bracketed title: Alchemist (Researcher), Sailor (Starship Crew), Woodsman (Pathfinder).

Foot note:
Suffice to say the rules stay the same, as Transformers need energon to survive, as humans need Water and food. Trasnformers give you less to worry about. Transformers do not need to breathe in space or breathe at all, but will sink faster in water without swimming. Some autobots can fly, but this is rare, while decepticons can fly with no problems.
Rules need to be written for autobots in their changed forms.
Other than this, the only thing that needs to be worried about are the names of weapons. Replace crossbow with rifle, throw in the rules for grenades and add a few other things.


To add: sizes of robots, grenades, stats in changed form, skills in changed form, sparks, combinicons, minicons, energon, spark, motivation, personality, head locations rules, Forms 2, passenger, feat, carry capacity, energon weapons, built in weapons, upgrades.

Armour counts for encumbrance, but cannot be removed, as it is part of the Transformer’s body. It can be upgraded with the proper facilities.
 
wow! this looks realy good, have you had a look at mechamophosis it was a d20 "transformers clone"

http://www.fantasyflightgames.com/hr05.html
 
Looks good. Copmany still in business? I would expect to see legal action for somethign like that. If they had the right licenses, they could easily pulblish more setting books and such akin to Mongoose and Babylon 5.

Honestly I have not done much rules wise, but here are thoughts, ideas and concerns:

Rules concerns
Encumberance
Many uses for energon

Concerns:
Original
Comics
Armada
Energon
Cybertron
Movie
Beast wars
Beast Machines
Takarra

RANGED WEAPONS
Ionic Blaster/cannon – stunticons – disrupts electrical flow
Missiles – most decepticons, autobots – heat seekers, lock ons, highly explosive, standard, sizes and effects, akin to real life ones
Hologram emitters – hound – projects holograms
Null Ray – Starscream – light damage but absorb power, shot megatron in back pointblnak + he survived
Ion cannon – Optimus Prime – sheer energy, kinetic
Fusion Blaster – Megatron – sheer energy, heat based
Cluster bombs – spiral wave, small - starscream
Water cannon – inferno
Sonic wave- tunhdercracker/megatron as in ‘heavy metal war’ – disrupts receptors
Laser Weapons
Liquid nitrogen spray – protectobots
Forcefield – trailbreaker – pushes target back
Laser rifle
Laser pistol
Shoulder mounted misile launcer
Gas weapons
Acid shots
Anti matter blaster
MELEE WEAPONS
Fire Weapons
Energon Weapons
Electro weapons
Mundane weapons
Shileds


SKILLS
Warp – skywarp – short ranged teleport
Hand blasters – iron hide – launches energy projectiles from hands
Invisibility – mirage – makes ebarer of skill invisible, tracks still seable
Firebreath – dinbots – like a flamethrower but in the mouth
Triple change – two transform forms, must be bought at character creation
Combiners – combines with six others to form one big robot, caracter creation
Energon Weapon – prime’s axe and megatrons morning star
Second spark – high experience







FACTIONS
Renegade Decepticons
Insecticons
Decepticons
Autobots
Junkbots
Quintessons
Sharkticons
Dinobots
Minicons
Female autobots

Decepticlones – from game
Giant Sentinels – big yoke from comics
Medium sentinels – from ‘search for alpha trion’
Small sentinels – as in ‘revenge of bruticus’




Prototype character sheet:

Character Name: Homeworld: Profession:

Player Name: Rank: Background:

Faction: Campaign: Sub Factoin:


Personality:

Motivation:
Picture:

Strength Combat Actions
Constiution Damage Modifier
Dexterity Hero Points
Size Energon
Intelligence Movement
Power Strike Rank
Charisma Spark

Skills
Name Charactersitics Current Score Success
Acrobatics
Atheltics
Computer (S)
Data:
Data:
Data:
Data:
Data:
Data:
Dodge
Drive
Evaluate
First Aid ®
First Aid (H)
Fly
Influence
Language
Language
Listen
Perception
Persistance
Pilot
Resistance
Sing
Spot
Sleight
Stealth
Survival
Swim
Throwing
Unarmed



M. Weapon Damage HP Special







R. Weapon Damage HP Special







Hit Locations
D20 Location Armour Hit Points
1,2,3 Right Leg
4,5,6 Left Leg
7,8,9 Abdomen
10,11,12 Chest
13,14,15 Right Arm
16,17,18 Left Arm
19,20 Head

Head Locations
D6 Location Armour Hit Points
1 Optics 0 1
2 Receptors 1 1
3 Vocals 1 1
4 Neurals 2 1
5 Metal 2 1
6 Armour 2 2

Other
Energon (A)
Form 2
Passenger
Feat
Carry Capacity
 
This looks great. However, why not keep Advanced Skills? It handles unusual circumstances & special abilities/powers quiet well.

Looking at weapons was Cliffjumper's Glass Gas on there? It made things extremely brittle.

Doc
 
Well, taking the runes and rules for them out makes the game tough, and most of the advanced skiils seem to be rune spell orientated.

I will test it as it is above for the time being.

However using unmodified rules may not work all the time. I would want to keep most games G1, but for profit, some of the newer series' would haave to be done. That may I can turn mini-cons into runes, and also let them wonder around. However, I would simply add mini cons into the plot of Generation 1.

As for cliffjumper's skills, They would have to eb added in. An entire chapter would need to be added in for 'system weapons' (weapons built into the body). Examples are endless, thundercrackers disruption ability, cliff jumpers like you said, Iron Hide's liguid nitrogen, prowl's acid pellets, gears' infra red, some of the constructicons glue guns, in built welding tourches, hands for cannons, shoulder mounted missiles, mirage's invisibility.

I am re-watching all of season two of the first series mainly for enjoyment, but also for ideas.

With my first home built campagin for transformers, I will see how weapons, encumberance mods, the system without runes, and transforming goes.

Hopefully when I do a second one I can see how triple changers, starships, and minicons in the mix would work.

Glad to see someone out there is interested!

I don't suppose you want to help out testing, or if you can't/don't want to, then give me some input. All is welcome!
 
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