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.
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.