To play this game with some friends, simply print out this page.
The basis for the following game was written by me when I was about 12 or 13 years old. In case you didn't know, that was a LONG time ago. I have since decided to finish transcribing the old version, and completely re-write it into a playable, logical Role Playing Game for TFs. I'm still working on the first re-write, which is basically a re-organization of the old version, with some small changes, additions, and improvements. As soon as I make some decent headway on making this a better game, I'll make an announcement on my site updates page and the CybCon.
To play the Transformers Role Playing Game, you don't need much, really, but these few things are pretty crucial:
The master of the game is called the "Trans-Master." The Trans-Master, or "TM," is chosen by the players before each game begins. If necessary, a vote should be taken by the players to determine the best TM for the current game. Choose your TM wisely, players, for this person will have complete control over the current game.
The TM's job is to guide the game, and serve as "judge and jury" for disputes, as well as to come up with new rules when none are present for a new situation (if new rules are necessary, be sure to write them down for future inclusion and/or use). The TM chooses an adventure and gives the players their choices on how to proceed. It is up to the TM to decide how specific s/he will be in guiding the players. S/he may decide to only leave a couple of options open at each turning point, or give the players an overall mission and allow them to proceed at will. In all cases, should the game not proceed at an acceptable pace, or turn in a wrong direction, the TM has complete discretion in getting the game back on track. TM's are encouraged to plan out games and missions in advance for future play, and contribute them to the TF RPG Mission Database.
Should an argument arise, the TM will hear both sides of the problem and make a decision. The TM's decisions are final. Arguing with the decision of the TM is grounds for expulsion from the game.
If there is a situation that is not adequately covered in these rules of play, the TM has control and may create a rule to suit the situation, or bend any current rule to foster enjoyable and continued game play.
If a TM abuses his/her power, the players would do well to not choose that person as TM in the future.
MAKING A NEW CHARACTER:
Use the Tech-Spec Template to help create a character, or adapt another character, for game play.
To create a character from scratch, roll your ten sided di to determine each of the ten basic statistics. Player is allowed 12 di rolls, taking the top 8 rolls for his character's stats. The name and definition of each statistic can be found in Appendix A.
Decide on a name and figure out what he transforms into, what his function is, and note special abilities and occupations. Endurance Points (hit points) are determined by multiplying the character's Endurance Statistic by 10. Follow the instructions for Obtaining Weapons below.
Each robot can only carry a certain amount of weaponry and/or equipment. The amount your character can carry is determined by his strength and size. Divide your character's strength by two (rounding up), and add the number appropriate to his size.
Super Robots are created the same as any other character. If it is a gestalt/combiner, this is true as well. Follow the instructions for Making a New Character to create your super robot.
A Function is what role your character plays in the AUTOBOT or DECEPTICON teams. Some examples of functions are: Interceptor, Scout, Doctor, Warrior, Aerial Defense, Tracker, Survivalist, etc.
Also, Strength, Intelligence, etc..., are used for certain moves and actions.
For your character to transform will not hamper your hit points in any way, unless you were in battle, and lost more than half of your hit points, in that case it will cost your character 1 hit point each transformation.
It takes 1 combat turn to transform, a combat turn is 1 minute (10 seconds in a character's time), which is only valid during battle.
HERE IS AN EXAMPLE CHARACTER: STRENGTH : 8 INTELLIGENCE : 7 AUTOBOT SPEED : 5 ENDURANCE : 8 HIT POINTS = 80 RANK : 4 COURAGE : 6 FIREPOWER : 7 SKILL : 7 NAME: BLOWOUT FUNCTION: WARRIOR "DECEPTICONS TO DECEPTICRUMBS" Dislikes DECEPTICONS to the maximum limit. Very invidious, if he defeats a "CON" he will stomp on the carcass until as flat as a pancake. Uses intense-heat particle beam rifle fur melting CONS. Envies robots with a lot of friends and will try anything to gain a friend, but other AUTOBOTS like to be with him anyway.
To receive energy, Autobots will either ask for it from humans or they will find it elsewhere and process it into energon. Decepticons will most likely steal it from anyone they can find.
To process energy, Autobots need an energy siphen. Decepticon have Soundwave who can produce cubes that can harness the energy put into it.
Some forms of energy are: electricity, oil, gas, heat, solar, nuclear (fission, fusion), electro-magnetic, Piezo-electric (earthquakes).
To find the amount of endurance point for your character, take the endurance and multiply by ten.
A turn in this game is equal to 1 minute in our real time (10 minutes in a character's lifetime).
All robots can fly, but only with jet packs. Speed is controllable by robot only during flight. If robot can fly in vehicle mode then speed is normal. Maximum speed is 10.
Your character can move as many spaces as you want but no more than your character has SPEED. Faster robots will have to slow down for slower robots.
To determine wheather or not your character hit the opponent, take your ten-sided di and roll. Add 1/2 of your skill to dice number. If the sum is over 7, then you hit, if 7 or under, then you missed. If you miss, then you get 1 (one) more try. To find damage, multiply firepower of attacker by 2. Opponent must subtract that amount from the character's hit points.
(Ed. note. I would simplify this to: roll the di. If the number is less than or equal to SKILL, then you hit. Damage is equal to firepower. No second chances. If you miss, you have to wait until your next turn.)
The most vulnerable time in your character's existence is during transformation. To find if your character hit the opponent during transformation, take 1/2 SKILL of attacker and add to rolled di number, if it is over 8 then you hit, if it's 8 or under then you missed. To find the amount of damage to your character, take firepower and multiply by four.
(Ed. note. I would change this to: Attacker must notify TransMaster of intent to shoot during transformation during the turn of the character that is transforming. Di roll must be LESS THAN SKILL (greater than or equal to is a MISS). Damage is FIREPOWER times 2.)
To find if your character strikes the opponent, roll the di and add 1/2 of attacker's SPEED and STRENGTH, if the sum is over 12 then you hit. Defender subtract 1/2 of defender's SPEED and1/2 of attacker's strength.
(Ed. note. I would simplify this to: roll the di. If the number is less than skill, then you hit. Damage is equal to strength. No second chances.)
To find amount of questions the interrogatee won't answer, roll the di. After that amount of questions has been asked, the captive *might* answer. The maximum amount of questions asked is ten minus the courage of the captive. To find out if captive answers the maximum questions, take 1/2 of intelligence and rank of interrogator and add. If the sum is over 6, then the questions are answered.
(Ed. note. I would simplify this to: INTELLIGENCE + RANK of interrogator = A ; COURAGE + 1/10 remaining HIT POINTS of captive = B ; A - B = how many questions the captive will answer. That's it! Captive is considered "useless" after the questions have been answered and may be released, destroyed, or incarcerated (locked-up).)
All TRANS-FORMERS have automatic repair systems. (added: Repair systems do not function during combat. If more than 1/2 of total HIT POINTS have been lost, robot requires attention from a doctor (triage repair acceptable). If robot has lost 3/4 of HIT POINTS, then extensive repairs are necessary, and 1 point per turn will be lost until robot is taken to repair bay (CR chamber). If triage is applied soon after damage is inflicted, additional damage may be waived by TransMaster.)
SIZE HIT POINTS added per turn Large 3 Medium 2 Small 1
The most vulnerable time in your character's existence is during transformation. To find if your character hit the opponent, take 1/2 skill of attcker and add to your rolled di number, if it is over 8 then you hit, it it's 8 or under then you missed, to find the amount of damage to your character, take firepower of attacker and multiply by 4.
To find if your character hit the opponent, take 1/2 of your shill and speed and add to your di roll, if it is over 11, then you hit.
Damage in both cases is pretty complicated. It all depends on which direction either character is moving.
If attacker and defender are both moving in the same direction, and the attacker collides with defender, it will take (in endurance points from the defender) 20-the speed of the attacker. It will take (in endurance points from the attacker) 10-the strength of the defender.
If they are moving towards each other, then damage to both will be 10-the speed of the other character multiplied by 3.
If the collision is angled, then damage will be more to the defender. Take, 1/2 attacker's speed and multiply by 3, away from defender's E.P.'s. From the attacker, take 1/8 of defender's endurance points.
(Ed. note: the above is complete nonsense. When I fix up this RPG, this entire section will be re-written. If you play this game before the re-write, feel free to disregard this section, or write your own rules for collision)
The only equipment that costs anything is fuel. Humans pay Autobots fuel for protecting them from the Decepticons.
All this equipment can be used in any situation or predicament. all are available to Autobots, and all but TELETRAN 1 are available to Decepticons, but the Decepticons would be most likely to steal them.
For weapons that bond, electrify, stun, etc.. Most of these will last up to three turns, but if the weapon has over 5 for skill, then it will last up to 5 turns. Roll your TEN-sided di to find out if your character can escape. If it is over 6, then you escaped, if 6 or under, then you didn't.
After you design a weapon, of course, you will need to build it. If the skill is over 5, it will take at least 15 turns to build it. If the skill is 5 or under it will take at least 10 turns to build.
The TM decides how much skill a weapon needs.
To find the Firepower of a weapon you designed, roll your di.
Weapons can be either designs, found, or stolen. Autobots NEVER steal. To design a weapon, you need at least a 9 for intelligence. Any TRANSFORMER with 9 intelligence is capable of designing and building weapons and defence mechanisms.
All weapons require at least 4 skill except the hand laser (3 skill needed), and the light saber sword (7 skill needed).
All new characters can think of 1 weapon for themselves withough needing it designed or built. The firepower you rolled is for your weapon alone, and other weapon you choose will have its own firepower.
It takes 15 turns to design a weapon with over 5 skill needed. It takes only 10 turns to design a weapon with 5 and under for skill needed.
Spare parts can also be used as weapons, such as guarding devices with arms and pistols. Legs can be used as defence modules, and heads can be used as force field projectors. Almost every base has spare parts.
Weapons that shoot gases or mists of corrosive, freezing, oxidizing content will only do the amount of damage of the firepower of the weapon, unless you hit a wound on your opponent which was already there. To find if you hit a wound on your opponent, your skill and di roll must add up to at least 12. Damage will be firepower multiplied by 4.
To have a force field at all, your skill must be at least 4. To have and be able to use an automatic force field your skill must be at least 7. to even operate a manual field your strength must be at least 4. A force field counts as 2 weapons. Only works with Laser weapons. Roll over skill to Activate regular force field (in time to protect against laser fire).
To dodge a laser, missile, etc..., take 1/2 the sum of your speed and skill and roll your di, if it is 1 point under that sum, then you didged it. didging will take your turn, and you won't be able to attack until your next turn. But if you have a skill of over 7, then you can didge and attack in the same turn.
Blocking won't do much, but it will help a little.
If you're lucky enough to have an automatic or manual force field, then you're pretty well off. A force firld will stop any weapon (huh? ;-). You must roll over a 5 for your Automatic force field to be activated soon enough. To find out how many hits your field can take, roll your di and multiply by 3. If you wish to rejuvenate your field, it takes 4 E.P.'s per extra hit for your field.
If you don't have a force field then you can block with your arms, which will save you about 3 endurance points. You could attempt to catch it (if it's a missile), but that requires a 10 skill and a 6 speed. NOW hope you didn't detonate the warhead, you must roll at least a 4 to not detonate it.
If your character is being or is going to be teleported somewhere then it will take no less that a minimum of 2 combat turns. THE TM ROLLS THE DI and if it is over 8 then the teleportation time will be three turns.
To destroy a character you can rip your character sheet and forget all about it, or die in a fight. To die in a fight you must lose all your endurnace points, but you will still be able to recover. If you lose all your EP's and another half over then you are destroyed beyond repair and cannot be reborn. EXAMPLE: If your character started out with 80 EP's and was shot until your EP's were less than -40 then he is totally destroyed.
To hit an opponent in a certain part, for instance: the gun or gun barrel, eyes, face, or hands, either have a high skill, or forget about it. First, choose your target, tell the TM and your opponent, and roll your di. Take your skill and your rolled di number and add. If it sums over 15, then you hit your target, otherwise you miss.
If one of your character's weapons has been hit and destroyed then you can't use that particular weapon any longer. If a part of your character's body has been hit, then the TM will decide the consequences.
Strength means how much your character can list, how hard he can punch, etc.. according to his/her size. Your character can lift what his strength is. for instance, if your character has a 10 for strength, then it can list a little over his/her own weight; it it's strength is 5, then it can lift a little over half it's own weight, etc...
Damage to defender, when being punched will be the sum of the attackers strength and speed.
If your character's profile specifies some kind of super strength then your character will have it.
Damage will be double the sum above.
In a surprise attack, the defender(s) shall roll and intuition throw. your character's intelligence must be at least 5, if it is, then you need to roll at least 1 point under your intelligence. If you do then you expect the attack and the battle will take place normally. If it turned out that you do not expect the attack, then each character of the attacking team will have 3 shots for as long as 3 combat turns withouth the defending character(s) having a turn until two turns have been taken by the attacking team.
Some weapons such as flamethrowers and the like, can be useless against certain types of armor.
Classes vary from 1 to 10, 10 being the best of which virtually nothing can melt it. and class 1 being almost as soft as lead. To determine the armor class of your character, roll your ten sided di, that number will be your armor class.
If your character has a weapon that projects a form of heat or heat producing material (such as acid), then you will need to determine up to what level of armor class it can penetrate/destroy. This also depends on your di. what the number is is what the weapon can penetrate/destroy. Damage will be 4 times the firepower of the weapon. If you are hit during transformation, damage will be 6 times the firepower of the weapon.
NOTE: Characters with an armor class of 1 or 2 will die or short circuit when totally immersed in the water. Roll the di, if it is under 5 then your character dies, otherwise he only short circuits and can be repaired.
Under the water everything will be slown own. It will be easier to didge missiles but dodging lasers and the like will be much harder.
In normal circumstances, to catch a missile, your character would need a 10 skill and a 6 for speed. But under water your character only needs a 7 skill and a 4 speed. It is also very hard to detonate the warhead unless you DON'T catch it. If you roll a 1 or 2 then you did detonate the warhead, otherwise you didn't.
to dodge lasers or other things like that, is more difficult because water is, of course, thicker than air. You must roll at least 1 point unders your strength to dodge a laser under water.
If your robot character transforms into or carries a seriously huge gun/cannon, then the damage that weapon inflicts will be incredible. It will also have its own armor class and armor destruction class for which you need to roll.
the firepower of weapon a robot transforms into is the character's strength and speed added. the firpower of a character's large weapon is the strength and the number of the di from the latest roll added together. The TM decides if the weapon is suited for these rules.
For a character's body part to be totally dismembered, at least 18 EPs must be inflicted at one time. In this condition you must also roll at least a 5. The player must inform the TM and other players which body part is intended to be dismembered. If a character's body part is dismembered, then damage will be double the original amount.
If a character has the specified ability of regeneration or simple repair, then damage will be normal, if amage is 20, then it is beyond repair or regeneration. When a part is dismembered, the character will take the damage again every two turns until he dies or is repaired, which won't be very long. Only a character with medical skills can repair another character, a character cannot repair himself.
"Vital Areas" include the head, central power core, and center of back, all of which are instant death and require pinpoint target rules. The head requires dismemberment rules. If the head IS dismembered then the character has 2 combat turns to be repaired, otherwise he DIES.
To find who will lead a group or expedition, add the rank and intelligence, whoever has the highest, leads. If there is a tie, then the players must roll, again, whoever has the highest, leads.
It is suggested that the other characters follow the leader, if they choose to mutiny, then, of course, they will have to defeat the leader. If a character chooses not to follow orders, then the leader will decide what to do about it.
Of course, only doctors can heal. To find if your character can heal another, you must roll on or under your skill. Robots that are not doctors must roll under half their skill.
Damage from 1 to 10 hit points will take two complete turns to heal. Damage from 10-30 points will take 5 complete turns to heal. And damage over 30 will take more than 10 complete turns to heal. this kind of damage requires a complete major overhaul at their headquarters.
If a character short circuits it will be harder to repair. Doctors must roll under half skill and courage added. Non-doctors have a 10 percent chance.
After a character is healed it still needs to recouperate, (see page 3).
If a doctor has a skill over 10, then the only way he can miss is if he rolls a 0 (in most other cases, a 0 would represent a 10).
After each adventure the TM decides how many experience points are to be awarded.
5 experience points = 1 score point
5 robot points = 1 score point
Example: If a character had an 8 for skill, went on an adventure, and received 5 experience points from his TM, then that character would now have a 9 for skill.
A single character can have up to 14 on each score, but no more. Of course a character must start out at the normal 1-10 for all scores.
A player can also use his experience points on scores other than skill. If a character does decide to use his experience points on something other than skill, then he can't use his experience points on anything else until that score is up to 14.
After a character has 14 for all scores, then that character becomes leader of his team, (AUTOBOT or DECEPTICON). the next character that reaches 14 points for all scores will then succeed the old leader, and becomes the new leader.
WEAPONS DESCRIPTIONS: Coming Soon!
|Hand Laser||Basic laser pistol, usually used as a hidden side arm.||4||3||3|
|Electro Disrupter||Inhibits use of optic sensors and all other instruments not including weapons. (-10 on skill for 5 combat turns, or 12 EP damage) Shoulder mount, useable only in robot mode.||8||6||5|