TEXT: RPG
  By C.A Helmling
  Character creation:
  Primary stats;
  Each character begins with 45 points to be divided among 8 primary statistics. No 
  stat may begin with a number higher than 10 or lower than 1.
  Strength (STR):
   
    A measure of raw physical power. Used to determine the amount of 
  weight a character may lift. Used to calculate a characters structure points and damage 
  bonuses to hand to hand attacks. 
  Intelligence (INT): A measure of knowledge and processing power. Used in determining
  your starting intelligence protocols. Used in calculating initiative bonuses.
   Speed (SPD): A measure of movement rate. Divided into 4 categories; land (L), water 
  (W), air (A), and space (S). Used in calculating initiative bonuses.
  Endurance (END): A measure of energy efficiency and structural fortitude. Used to 
  calculate structure points and energy points.
  Rank (RNK): A measure of your place in the hierarchy of your peers. 
  Courage (COR): A measure of willpower and strength of character. Used to resist acts 
  of intimidation, coercion, as well as some mind influencing options.
  Firepower (FRP): A measure of ferocity and power in combat. 
  Skill (SKL): A measure of coordination and grace. Used to determine starting skill 
  protocols. 
  Secondary stats;
  Armor: Used to resist damage in combat. Determined by several factors in character 
  creation. All characters (except Humans) must have a minimum of 1.
  Initiative: Used to determine who moves first in combat. Calculated by adding your 
  speed plus intelligence then dividing by 2.
  Structure: A measure of structural integrity. Points are subtracted as you accrue more 
  damage. Determined by your strength plus endurance and modified by your size class.
  Energy: A measure of the power that runs a character. Energy is spent in different ways 
  using options and weapons. Energy is calculated by multiplying endurance times 10.
  Spark: A measure of a character’s life-force. Spark is used as a measure of experience 
  and accumulated points may be spent on character improvement. Everyone starts with 1 
  spark point.
  Mass  Index: a measure of physical mass and over all dimensions. Mass Index has 7 
  classifications
  Class 1 – 1 to 50 kilograms (insects, cellphones, appliances)
  Class 2 – 51 to 500 kilograms (humans, motorcycles, ATVs)
  Class 3 – 501 to 1000 kilograms (small cars, light trucks, sports cars)
  
  Class 4- 1001 to 5000 kilograms (large sedans, heavy trucks)
  Class 5 – 5001 to 10000 kilograms (tractor/trailers, light aircraft)
  Class 6 – 10001 to 50000 kilograms (military aircraft, tanks)
  Class 7 – 50001 kilograms and up (super heavy construction equipment, 
  large aircraft)
  ALLEGIANCE- 
  Autobot:A generally heroic, honorable group, they tend to be dedicated to peace, 
  and feel a need to protect other races from the Decepticons. As a result, they are usually 
  Transformers who change into non-combat oriented alternate modes such as domestic 
  vehicles, cars, trucks, or rescue vehicles. This is not always the case, however, as their 
  ranks certainly contain ne'er-do-wells, malcontents, and unsavory types, and the 
  necessities of war have led many to adopt more combat-oriented alternate forms. While 
  the Autobots have usually found themselves outnumbered by the Decepticons, the 
  Autobots have always had home-field advantage, having not only the humans' military 
  support, but also having more places on Earth to fall back on, while the Decepticons are 
  entirely unwelcome on Earth. 
  Decepticon:They are typically concerned with such things as conquering 
  Cybertron, defeating the Autobots, amassing large quantities of energon, developing 
  powerful weaponry, and beating people up. Not necessarily in that order. Unlike the 
  Autobots, whose leader is a Prime bearing a Matrix, the Decepticons are led by the most 
  powerful of their ranks. This tends to cause some conflict, given how generally every 
  Decepticon thinks that they're the most powerful. Also, the Decepticons are not exactly 
  the most compassionate beings in the universe, but not all fight for greed. More than a 
  few have a sense of honor, while others believe that Cybertron would be better protected 
  by aggressive expansion. Ultimately, the Decepticons desire to protect their homeworld, 
  even if it is at the expense of others. 
  Unaligned: Not all Cybertronians have chosen a side in the civil war. Some are 
  simply waiting to see who wins. In some cases, Cybertronians fled shortly after the start 
  of the great war and have been living on other worlds (including Earth). These beings can
  swing either way in support of the war, in most cases they will favor whoever they feel is 
  winning.
  Insecticon:Denizens of the under levels of Cybertron, the Insecticons live in 
  destructive swarms. Ravenous and aggressive, Insecticons can digest 95% of known 
  matter, reshaping their findings into enormous subterranean hives. Existing as a near hive
  mind, they represent a deadly and invaluable resource for those willing to find a way to 
  tame them. 
  Insecticons have the unique ability to clone themselves, but each successive clone is 
  inferior to its progenitor, leading to increasingly bestial creatures. Some members of the 
  species stand out as being fully sentient individuals, with the ability to assume bipedal 
  robot modes. Far more difficult to manipulate, they require coercion rather than control, 
  and may represent the original members of their race. 
  Predacon: The Predacons once ruled Cybertron but became extinct at the 
  beginning of Cybertronian history, in an apocalyptic wipe-out known as the Great 
  Cataclysm. During the Great War, Shockwave cloned a small army of Predacons which 
  
  Megatron of the Decepticons sent to Earth to destroy Autobots and look for energon. 
  After eliminating the Autobot presence on the planet, the Predacons stood a long vigil on 
  Earth where they awaited the arrival of Megatron but ultimately perished where their 
  fossilized bodies were buried at various points around the world. In time, the Predacons 
  entered in human legends as various mythological monsters though the true nature of the 
  creatures remained a mystery to the inhabitants of Earth, and was eventually forgotten. 
  Project Predacon Many years later, Shockwave discovered more fossilized remains from 
  which he was could extract cybernucleic acid and begin the process of cloning the ancient
  beasts once again. 
  FUNCTION- Your character’s function defines what it was built to do. It is 
  basically your job among your fellow Cybertronian citizens. 
  Warrior
  Scientist
  Mechanic
  Engineer
  Scout
  Espionage
  Command
  Warrior-
  Base armor: 8
  +10 to structure
              3 starting weapon pods
  1 option pod
  Starting protocols:
  Awareness 2
  Athletics 2
  Pilot 2
  Melee Combat 2
  Fire Combat 2
  Scientist-
  Base armor: 5
  1 free sensor pod
  3 starting option pods
  Starting protocols:
  Awareness 2
  Interface 2
  Linguistics 2
  Sciences 4
  Mechanic-
  Base armor: 5
  1 starting weapon pod
  2 starting option pods
              Free tool pod
  Starting protocols:
  Awareness 2
  Interface 2
  Repair 4
  Defense 2
  Engineer-
  Base armor: 6
  
  Free tool pod
  2 starting option pods
  1 starting weapon pod
  Starting protocols:
  Awareness 2
  Engineering 4
  Interface 2
  Demolitions 2
  Scout-
  Base armor: 6
  2 starting weapon pods
  1 starting option pod
  2 free sensor pods
  Starting protocols:
  Awareness 2
  Linguistics 2
  Diplomacy 2
  Stealth 2
  Tracking 2
  Espionage-
  Base armor: 5
  1 starting weapon pod
  2 starting option pods
               Starting protocols:
  Awareness 2
  Interface 2
  Linguistics 2
  Subterfuge 2
  Stealth 2
  Command-(Requires rank of 8 or higher)
  Base armor: 8
  + 10 to structure
  2 starting weapon pods
  2 starting option pods
  Matrix port
  Starting protocols:
  Awareness 2
  Deduction 2
  Diplomacy 2
  History 2
  Intimidation 2
  GRADE-
  Standard
  Commercial
  Performance
  Military
  Primal
  Standard- This is the standard Cybertronian frame a protoform adopts after maturing 
  .Many Autobots have the standard frame.
  +5 energy points
  +2 endurance
  
  +1 option pod
  Commercial- This frame is stronger and more durable to put up with the rigors of heavy 
  labor, mining, and construction. Many Autobots and some Decepticons have a 
  commercial frame
  +3 to armor
  +1 option pod
  +10 to structure
  Performance- This frame is built for speed and pursuit. Strength and durability are 
  sacrificed to lighten the frame and boost speed. This is a rare frame that not many bots 
  have as soldiers in a war are not apt to sacrifice armor for extra speed.
  -2 to armor
  +3 to speed
  -5 to structure
  Military- This is a heavy frame built to carry armor and weapon pods. The heavy frame 
  slows the bot a bit but the added armor makes them tougher in combat. Most Decepticons
  are military grade.
  +5 to armor
  -2 to speed
  +1 weapon pod
  +1 to all weapon damages
  Primal- A throw back to an age before Cybertronians evolved to more humanoid frames.
  The primal fame is more bestial, either stooped or completely quadrupedal. The frame 
  usually sports claws and/or teeth/mandibles/beak, which accounts for the 2 extra melee 
  pods.
  +3 to armor
  +10 structure
  +3 to speed
  -3 to intelligence
  2 free melee pods
  Mass Index-
  Class 1 – 1 to 50 kilograms (insects, cellphones, appliances)
  The smallest of the mass indexes capable of retaining a protoform. Strength in this
  category is calculated in strength score x 10 in pounds. Mass class 1 has ¼  their base 
  structure points, and have their armor rating reduced by 5,  but also spend ½ of all energy
  costs. Unfortunately this class can hold only 1 option or weapon pod, and weapon 
  damages are also reduced by ½. Fortunately all rolls to detect this class has the TN 
  increased by 3.
  Class 2 – 51 to 500 kilograms (humans, motorcycles, ATVs)
  
  The strength of this class is calculated in STR x1000 in pounds. Highly energy 
  efficient, all costs are reduced by ½ but at a cost of ¾ base structure points. An inability 
  to layer on armor reduces the armor rating of this class by 3. Also weapon damages take a
  -1 penalty.
  Class 3 – 501 to 1000 kilograms (small cars, light trucks, sports cars)
  This is the mass index of the average Cybertronian, all energy costs, structure 
  points, and damages are kept at the base amounts. Strength is calculated at STR in tons.
  Class 4- 1001 to 5000 kilograms (large sedans, heavy trucks)
  At this index the bots are built beefier and heavier. Armor is increased by 3 and 
  structure is increased by 50%. Unfortunately, this is at the cost of efficiency so all energy 
  costs also increase by 50%. Bots at this size can select an additional option or weapon 
  pod. Strength is calculated at STR x 10 in tons.
  Class 5 – 5001 to 10000 kilograms (tractor/trailers, light aircraft)
  At this class Armor is increased by 5 and structure is increased by 50%. This is 
  also at the cost of efficiency so all energy costs also increase by 50%.  But in addition to 
  an additional option or weapon pod, all weapon damages also increase +1. Strength is 
  calculated at STR x 25 in tons.
  Class 6 – 10001 to 50000 kilograms (military aircraft, tanks)
  Armor at class 6 is increased by 5 and structure by 75%. Energy costs at this size 
  double and but a larger frame allows for an additional option and/or weapon pod as well 
  as a  +2 to weapon damages. Strength is calculated at STR x 50 in tons.
  Class 7 – 50001 kilograms and up (super heavy construction equipment, large aircraft)
  Armor at class 7 is increased by 10 and structure doubles. Energy costs at this size
  double and but a larger frame allows for two additional option and/or weapon pod as well
  as a  +4 to weapon damages. Strength is calculated at STR x 100 in tons.
  PROTOCOLS-
  Every character begins with intelligence + skill + 20 points to spend in protocols. 
  You may not spend more than 5 points to start with in a single protocol. Protocols break 
  down further into specialties. Protocols may be used without specialties, but these are 
  general protocols with out specific focus. If a specialty applies to a protocol roll, then any
  12s rolled count as successes, but each 12 may be rerolled and if it is a success it is also 
  counted toward the total. You may take a one specialty for every die in a particular 
  protocol. If you do not have any points in a protocol you may attempt to make a roll with 
  an applicable stat, but your TN increases by 4 for the task.
  Intelligence protocols: (specialties)
  Awareness- The ability to sense of your environment, what's happening around 
  you or things about to happen.
  (notice, insight, introspection, search...)
  
  Diplomacy- Convincing others to see a certain point of view or come to a mutual 
  agreement. The art of letting other people have your way.
  (etiquette, negotiation, treaties, commerce...)
  Deduction- The art of forming logical conclusions based on evidence. Following 
  these logical conclusions to predict the out come of current happenings or reveal causes 
  of unknown events past.
  (tactical, mechanical, forensic, predictive...)
  Engineering- The ability to design and create new things or manipulate current 
  thing to new ends. 
  (mechanical, electrical, chemical, genetic...)
  History- An in depth knowledge of the past or study of past events.
  (Galactic, Cybertronian, Earth, Primeist...) 
  Interface- The ability to connect with and manipulate non-sentient computer 
  systems.
  (programing, hacking, counter-intrusion...)
  Interrogation- The art of forcing information from a subject willing or not.
  (subtle, aggressive, torture...)
  Intimidate- To cower another being into submission by threat of force.
  (prowess, strength, berserk...)
  Linguistics- Knowledge of languages other than your native tongue.
  (Cybertronian, English, Japanese, ancient Prime...)
  Subterfuge- The art of hiding your actions or intentions.
  (bluffing, slight of hand, distraction...)
  Sciences- The study of natural reactions in various fields to postulate causes or 
  outcomes.
  (astronomy, biology, chemistry, geology...)
  Repair- To return damaged objects to working order.
   
  (restoration, field work, jury rig...)
  Skill protocols: (specialties)
  Athletics- The skill of rapid and practiced motion over varying terrains.
  (running, jumping, climbing, swimming...)
  Brawling- The arts of hand to hand, unarmed combat.
  (leverage, overbear, lightning strikes...)
  Defense- The art of avoiding various types of damage.
  (dodge, parry, shield block...)
  Demolitions- The skill of harnessing volatile, chemical reactions.
  (pyrotechnics, EOD, breaching...)
  Gunnery- The ability to fire non-personal mounted weapons.
  (artillery, vehicle, tripod)
  Melee Combat- The art of wielding non-ranged weapons in combat.
  (dual wielding, sundering, fencing, Metallikato...)
  Perform- The art of expression through an outside medium.
  (dance, sing, compose, sculpt, instrument [choose instrument]...)
  Pilot- The skill to control vehicles other than your personal alt-mode.
  (ground, air, space, navigation...)
  Ranged Combat- The ability to fire ranged weaponry.
  
  (marksman, dual wielding, suppressive, sniper...)
  Stealth- The skill of moving without being detected.
   
  (shadowing, ambush, intrusion...)
  Tactical Combat- The ability to make attacks with non-direct, or self-guided 
  weapon systems.
  (thrown, barrage, strafing, high altitude bombing...)
  Tracking- To follow another being, or object through past physical evidence.
   
  (overland, urban, ballistics...)
  
  NANO-MORPHICS
  Nano-morphics are what set Cybertronians apart from ordinary machines. All 
  Cybertronian life forms start out as a semi-liquid cluster of nano-machines called a 
  protoform. This protoform contains the life spark and is what the Cybertronian truly is. 
  Centuries of evolution have allowed them to develop an outer shell covering of shifting 
  plates and armor called nano-morphics. This shell of plates is formed by the spark when 
  the protoform is ready and reaches maturity. These plates can move and shift to not only 
  reveal options and weapons, but change their overall form and even mode of 
  transportation. A special organ called a T-cog controls and maintains the Nano-morphics 
  and allows the Cybertronian to control these changes.
  ALT-FORM- The advanced sensor systems of the protoform can scan a machine of 
  similar mass and reformat the nano-morphic shell to be able to shift into the form of the 
  machine. Besides the ability to blend in on other worlds with this new form, this 
  transformation affords them a new mode of transportation. After all wheels, or especially 
  flight, can move much faster than running. Also, having an alt-form adapted for a specific
  terrain means you need not roll athletics to traverse this new terrain. Only one form can 
  be taken at a time but a form can be scanned and reformatted at anytime at a cost of 5 
  energy points and 3 rounds to finish reformatting.
  WEAPON PODS- Weapon pods are the nuts and bolts of Cybertronian combat. 
  The amount of pods you have to start with is determined by your function, grade and 
  mass index. Pods are interchangeable and may be swapped out for different kinds of 
  weapon types anytime they are available (GM's discretion).
  Melee- This pod allows the formation of close combat weapons. These can be 
  edged, blunt, chain, or any matter of melee weapon. Damage is calculated at STR+2. 
  Takes up 1 slot.
  Blaster- This pod forms a weapon that ejects a energized pulse of plasma with a 
  base damage of 2. Each shot uses 1 energy point. Takes up 1 slot.
  HVY Blaster- A larger version of the blaster. Damage starts at base of 5 and uses 
  2 energy points per shot. Takes up 2 slots.
  Auto Blaster- A multi-fire version of the blaster. TN to hit is lowered by 2 at a 
  base damage of 3 and you can target multiple enemies at once. However it uses 3 energy 
  points per shot. Takes up 1 slot. 
  Repeater- This pod fires hollow glass beads in rapid fire succession. TN to hit is 
  reduced by 2 in addition the beads are filled with a variety of chemicals. The repeater 
  uses only 1 energy per shot, but only carries a number of shots equal to your firepower 
  stat.  Takes up 1 slot. Damage is dependent on what the payload is. Examples include:
  Acid: reduces permanent armor by 1 point per success over the first to hit, 
  after armor is gone begin reducing structure the same way.
  Cosmic Rust: A microscopic organism that attacks and digests the organic 
  metal that comprises the make-up of Cybertronian life-forms. Infection has a base 
  damage of  3 and continues to deliver the damage over 5 rounds. Armor only counts 
  against the initial attack. Cosmic rust may be neutralized by intense heat (damage equal 
  to the current infection damage to neutralize).
  
  Cryo-gas: reduces temperature of target to below zero. Reduce Speed of 
  target by 1 point per success. At zero; target enters stasis-lock till they can be thawed.
  Fire fog: covers a space per success with flammable gas that can be ignited
  at any time for a base damage of 5.
  Glue: reduces speed by 1 point per success, requires a STR roll with each 
  success removing one to get free.
  Grease: covers an area of 1 space per success with a frictionless fluid. 
  Athletics roll to remain up right or moving targets on land must make a number of 
  success (TN 6) equal to their current speed or lose control and crash.
  Laser- A focused light weapon delivering a base damage of 2 for 1 energy per 
  shot. Takes up 1 slot.
  HVY Laser- A larger version of the laser. Damage starts at base of 3 and uses 2 
  energy points per shot. Takes up 2 slots
  Null Ray- A ray that disrupts the flow of energy in its target. All targets receive a 
  penalty to all TN equal to the amount of successes over the initial success to hit. Each 
  round this penalty reduces by one till the effect dissipates. 2 energy per shot. Takes up 2 
  slots.
  Sonic Blaster- A compressed infrasonic weapon that delivers a base damage of 3 
  for every energy point spent. Also ignores shields and force fields.
  Streamer- This is a cannon style weapon that sprays one of a variety of 
  substances over a range of 5 spaces. A blast cost 1 energy per shot. 2 weapon spaces.
  Acid: reduces permanent armor by 1 point per success over the first to hit, 
  after armor is gone begin reducing structure the same way.
  Cosmic Rust: A microscopic organism that attacks and digests the organic 
  metal that comprises the make-up of Cybertronian life-forms. Infection has a base 
  damage of  3 and continues to deliver the damage over 5 rounds. Armor only counts 
  against the initial attack. Cosmic rust may be neutralized by intense heat (damage equal 
  to the current infection damage to neutralize).
  Cryo-gas: reduces temperature of target to below zero. Reduce Speed of 
  target by 1 point per success. At zero; target enters stasis-lock till they can be thawed.
  Fire fog: covers a space per success with flammable gas that can be ignited
  at any time for a base damage of 5.
  Glue: reduces speed by 1 point per success, requires a STR roll with each 
  success removing one to get free.
  Grease: covers an area of 1 space per success with a frictionless fluid. 
  Athletics roll to remain up right or moving targets on land must make a number of 
  success (TN 6) equal to their current speed or lose control and crash.
  Plasma: a stream of super-heated matter that does Base 8 damage.
  Blaster Cannon- A massive plasma energy launcher. Base damage of 8 at a cost 
  of 3 energy points. Takes up 2 slots.
  Laser Cannon- A massive laser emitter. Base damage of 8 at a cost of 3 energy 
  points. Takes up 2 slots.
  Fusion Cannon- This cannon fires a beam that causes a fusion reaction in the 
  target's atomic structure. Base damage of 12 at a cost of 5 energy per shot.
  
  Missile- This pod forms a missile battery that can fire as many missiles as your 
  firepower stat. Missiles are self powered so cost no energy to fire and are self-guided so 
  reduce the TN to hit by 2.  Base damage of 8. 
  Rocket- Forms a rocket pod with a number of shots equal to your firepower stat 
  with a base damage of 8. Requires 1 energy to fire. Takes up 1 slot.
  Bomb (or grenade)-  A bomb rack with as many bombs as your firepower stat. 
  Requires a tactical combat roll to hit. Base damage of 8 and covers a 5 space radius. 
  Takes up 2 slots
  Cluster Bomb- Same as bomb rack but the blast radius is 10 spaces. Takes up 2 
  slots.
  Payload Bomb- This is effectively the bomb version of the repeater with a 5 
  space radius. Payloads are the same. 2 slots 
  Implosion Bomb- This bomb has 20 space radius, targets must make a STR or 
  SPD roll to escape the gravity well (TN 7). Base damage of 10 and armor does not apply. 
  Takes up 2 slots for ½ of your firepower's worth of bombs.
  External weapons: Not all weapons are in pods. Any weapon pod can be utilized as a 
  separate unit and may be carried without taking up weapon pod spaces. Weapons that use
  energy are considered to have an independent battery of 10. The biggest disadvantage is 
  that these weapons can be taken away and used by anyone, and because they are not 
  integrated, must be carried in some way in any vehicle mode.
  External Shield: A hand held shield, like an external weapon, but with a successful 
  defense roll you can add an additional 5 dice onto your armor roll. A shield may require a
  holster pod to carry it in Alt-mode.
  OPTION PODS- Each Cybertronian is more than the wires and servos that allow 
  it to move and act. Centuries of ingenuity and experimentation on their mechanical forms
  have let them house inside their bodies the tools they need to do their day to day work or 
  give them the edge over their enemies.
  All Cybertronians have the following options automatically upon creation  of their
  nano-morphic shell-
  1: a communications system with a 1500 kilometer range
  2: an automatic self repair system that can restore 1 structure point per day at a 
  cost of 1 energy point
  3: a basic sensor suite that includes optic, audio, tactile and olfactory sensors as 
  well as a passive infrared and a x10 telescopic option
  Armor pod- This pod reenforces the exo-frame and dermal layer of the bot. Each
  pod raises the Armor of the bot's frame by 2.
  Booster pod- Each pod can add 3 points to your speed for 1 energy per round.
  
  Communication pod- Each pod doubles the effective range of your standard 
  communication system. Each pod above the first adds an additional die to interface rolls 
  to link and control non-sentient computer systems. No energy costs.
  Flight pod- This pod lets the character fly in robot mode. SPD is equal to flight 
  speed in vehicle and costs 1 energy per round.
  Gestalt pod- This pod allows two beings (both have to have a pod) to link their 
  systems together and share energy, knowledge, and the capabilities of each others pods.
  Holo Pod- This pod allows the creation of realistic holograms. An Awareness roll
  is needed to figure out that it is an illusion (TN your INT). Costs 1 energy per round.
  Holster pod- This pod does nothing other than create a space for an external 
  weapon that can transform along with you and store the weapon in alt-mode. No energy 
  costs.
  Micro-factory pod- An internal nano-factory capable of reconstructing raw 
  materials into useful parts and components. Each pod can reformat 1 metric ton of 
  material for 1 energy point.
  Multi-pod- This pod allows the Bot to have multiple limbs or tentacles. This 
  gives you 3 extra dice on actions  in which you must split your pool for multiple actions.
  Quantum pod- A miniature space-bridge that can transport yourself and other 
  objects up to a kilometer at a rate of 1 energy per mass index of the target (Total the mass
  indexes of all targets in the jump).
  Sensor pod- Each pod adds 2 dice to awareness and deduction rolls. 1 energy 
  point per round you are actively scanning. Passive sensor rolls require no additional 
  energy costs.
  Shield pod- This pod can create a force field that has an armor point per energy 
  point spent that round.
  Stealth pod- Each pod adds 2 dice to any stealth rolls. After 3 pods your character
  is effectively invisible to visual sensors (or eyes). Costs 1 energy per round to use.
  Tool pod- A pod capable of forming any tool needed for repair or engineering 
  (adds 2 dice to these rolls), as well as grapple and towing lines of 1000 meters (additional
  pods each add another 1000 meters). Also plasma torches capable of cutting through 3 
  armor points per round for each pod. 1 energy point per round for the cutting torch, no 
  cost otherwise.
  Tractor pod- This pod allows you to exert your STR on a target from a range of 
  10 spaces. Pulling, pushing, or even both (ripping your target apart) are possible. Costs 1 
  energy per round.
  
  Combat-
  Initiative: Roll 1d12 and add the result to your initiative bonus. Lowest number declares 
  their action first. Highest declares their action last. The round is then resolved from 
  highest to lowest and all rolls are made.
  Actions: As a general rule all characters have 1 action per round. Multiple actions may 
  be taken but all action dice must be divided between the number of actions. For example 
  two actions divide the dice of both actions in half. Three actions divide the dice by three 
  and so on.
  Actions in one round include:
  Transforming (including opening a weapon pod)
  Making an attack
  Dodging an attack
  Parrying an attack
  Using an option that requires the spending of energy points
  Moving up to your max range
  Performing the use of a protocol
  Attacking: Attacks are made by rolling the number of twelve sided dice equal to either 
  your applicable protocol. Each success over the target number (TN) is a successful attack.
  In addition every success over the first initial hit raises the damage of the attack by 1 
  point.
  Melee combat target numbers start at 5
  Ranged combat numbers start at 6
  Some modifiers to attacks are:
  A called shot is +3 to the TN
  Being blinded is +4 TN
  Ambushing an opponent is -3 TN
  Aimed shots are -1 TN for each round spent aiming (max -3)
  For each size class a target is smaller that you is +1 to the TN
  For each size class a target is larger that you is -1 to the TN
  Moving targets: Ranged combat against a moving target adds the speed rank of the 
  target (the speed it is moving not its max speed) to the difficulty of the TN to hit. If both 
  target and attacker are moving then the difficulty is only equal to the difference between 
  them.
  Dodging: you may for-go an attack in a round and attempt to dodge the attack by making
  a defense roll TN 6. Each success on your dodge roll removes a success from your 
  opponent’s attack roll.
  Grappling: Grappling attacks are resolved by an opposed strength roll TN6. Each 
  success cancels out an opponent’s success. The player that still has successes left is the 
  winner. For every 12 rolled your opponent takes 1 structure point in damage. These are 
  canceled last.
  For every size class the attacker possess above the opponent subtract 1 from the 
  TN
  For every size class the opponent possesses above the attacker add 1 to the TN
  
  Parrying: You may for-go an attack in a round to parry an opponent’s attack by rolling a
  melee combat test TN 6. Each success removes a success from your opponent’s attack 
  roll.
  Armor: So you’ve been hit, but don’t worry you’re not dead yet. You have armor to 
  reduce the damage and maybe even stop it. Roll as many d12s as your armor rating TN 6.
  Each success reduced the final damage by 1 point.
  Wildfire: Sometimes hitting the target isn’t as important as getting a shot at everyone 
  you can. Wildfire reduces your attack by 3 dice and your base damage by 3 levels. You 
  may then use your new calculation to make an attack roll against each target in your fire 
  arc.
  Critical hits: Sometimes a hit doesn’t just damage, it cripples. For each actual 12 roll on 
  an attack roll that damage point is considered to be a critical hit. Each critical hit deals 
  not only 1 structure point in damage but a point of energy is lost as well (it is considered 
  to have bled out). Critical hits may not be negated by dodge or parry rolls and may only 
  be negated last in an armor roll.
  Death: If you run out of energy with your structure intact you simply shut down till you 
  can be replenished (this is referred to as stasis-lock). However; if your structure is 
  reduced to 0 or below you begin to lose 1 point per round unless repaired. If you run out 
  of energy then your spark then begins to bleed out. When your spark is gone your 
  character is dead and may not be rebuilt.
  Falling: Some robots have the ability to fly. Some however cannot, or have damaged 
  flight systems. In these cases the robot must contend with falling. Whenever a robot falls 
  more than 3 times the minimum height for its size class it takes damage. For each height 
  increment past 3 times his height he takes 1 point of damage. Armor may negate the 
  damage but the large amount of kinetic energy raises the TN by +3.
  Energon-
  Energy is the basis for the existence of every Transformer. Just as money makes 
  the human world go round, in the world of robots it all comes down to energy. Everyone 
  has an energy stat equal to 10x their endurance stat and modified by different factors. In 
  addition to energy used in the operation of various options and weapons, every robot uses
  1 energy point per day in normal operation (size class will effect this rate).
  Some options are capable of replenishing your energy pool on their own; however
  most of you will be reliant on energon.
  1 energon crystal holds 1 point of energy per ounce
  1 energon cube holds 100 energy points
  Sometimes energon is not readily available. In emergency cases you may make a 
  repair roll (TN 10) to rig a direct line into your energy converter, but this is slow and 
  inefficient at best. It requires 10 minutes of being hooked into the equivalent of a human 
  power plant main line to replenish 1 energy point.
  Stasis lock: When a robot has 0 energy points left he does not die but instead 
  shuts down to preserve his spark. This is known as stasis lock. You may take no actions 
  until your energy level somehow reaches at least 1 point again.
  Running on spark: In most cases when you reach 0 energy points you shut down
  and enter stasis lock till energy can be given to you, and most of the time this is just what 
  you want. But sometimes you simply must keep going. In such cases you can make a 
  
  COR test (TN 6) and then you may spend spark points in place of energy points each 
  round you succeed this test. These raw and unpredictable energy points last only 1 round 
  but all weapon and option uses, regardless of usual cost, use only 1 point.
  Dark Energon: Also called the blood of Unicron, dark energon acts as a form of 
  anti-energy. Each round in range of dark energon a bot loses 10 energy points. An END 
  roll is made to reduce this loss at TN 7. Dark energon may be placed in a bot's fuel tank 
  (END roll TN 7 or be killed) and the dark energon will replace the energon in it's system. 
  After which the bot will no longer be affected by exposure to dark energon, but they will 
  forever be under the thrall of the world devourer. Having dark energon in your system 
  allows you to add 3 extra dice to all actions from its unstable boost to your system. Dark 
  energon also replenishes itself at a rate of 1 point per round. Dark energon in your system
  may also let you wield some of the powers of Unicron himself (GM's discretion). Dark 
  energon placed in the chassis of a dead bot will reanimate it as a terrorcon.
  Synthetic Energon: Synthetic energon, also known as Synth En, is a 
  manufactured version of energon which tends to resemble a greenish liquid form of that 
  fuel. Unrefined samples can provide greater energy efficiency, but it can also be addictive
  and corrupt the user's personality. Created to relieve the energon shortage synthetic 
  energon however, causes side effects. Having synthetic energon in your system allows 
  you to add 3 extra dice to all actions form its unstable boost to your system. 
  Unfortunately this boost also causes uncontrollable rage and hostility in the user. A COR 
  roll must be made TN 7 to avoid flying into a rage and attacking any problem before you 
  with physical violence.
  Tox-En: Tox-En is a highly poisonous energon variant, easily identified by its 
  sickly green color and visible fumes. It has the opposite effect as regular Energon on 
  Transformers, to feel nauseous and weakened by the slightest physical contact. Prolonged
  exposure to Tox-En can outright paralyze a Transformer, eventually extinguishing their 
  spark. All TN when infected raise by 3 and the bot begins to lose 3 energy points per 
  round.
  Red Energon: Red energon is an extremely volatile and rare type of energon. 
  When it is refined into fuel, it provides the user with the power of hyperspeed as well as 
  some measure of increased strength. When in your system add 1 extra die to STR related 
  rolls and 3 to SPD rolls. Also double your SPD stat (recalculating initiative) and make 2 
  extra actions per round due to the speed at which you are functioning.
  Terrorcons-
  Cybertronian chassis that have been reanimated by dark energon are called 
  terrorcons. The stats are identical to the being when it was alive however; the protoform 
  is gone and the chassis is powered by the blood of Unicron. Because the being feels no 
  pain and its vital systems are no longer necessary to survive, structure damage to the bot 
  is halved and it becomes a mindless killing machine that attacks any living being it comes
  across, unless that being has dark energon in it's system. Regenerate all previous structure
  points to start but no ranged weapons or options will function, not that it is smart enough 
  anymore to use them.
  Vampire infection- The experiments of Knockout and Starscream to perfect 
  synthetic energon yielded unexpected results after they introduced a drop of dark 
  
  energon. It mutated into a energy virus that transforms the infected into energon craving 
  monster that drains the energon from its victim while infecting it with the virus. The bot 
  now burns through energy a a rate of 5 points per day. The virus re-formats the mouth of 
  the bot to siphon energon out of the victim and bite for D2 base damage. Any successful 
  bite attack deals only 1 structure point, the remaining successes equal the amount of 
  energy points drained from the victim into the attacker. If the victim is not completely 
  drained, the they remain alive, just infected and now a vampiric feeder. If the victim is 
  completely drained it dies and arises as a vampire terrorcon.
  Protocols-
  Most protocols function the same, roll the number of dice equal to the protocol 
  you are using. Difficulty will be set by the gamemaster and at least 1 success is needed to
  accomplish your task, with each success afterward increasing the intensity of success.
  Most all protocols follow this pattern with the following exceptions:
  Repair- Repair functions mostly the same as the other protocols except that each 
  success restores 1 structure point to the object or person you are repairing. You may 
  restore as many points per round as the number of successes you roll. A note on 
  Cybertronian biology, you cannot simply repair a destroyed organ (such as a t-cog or 
  vocal unit) or limb . To fix critical parts a mechanic must have access to proto-matter to 
  regenerate the part or grow a new one.
  Engineering- To engineer something you must roll a number of successes equal to
  the total of all the stats the invention might have (including armor and protocol ranks) 
  plus all the slots its weapons and options take up. Then the number is multiplied by the 
  invention’s mass index. You may not build a weapon with a base damage greater than 
  your engineering rank. Your engineering rank also determines the maximum ranks for the
  stats and armor of vehicles or robots you may build. The maximum structure points of 
  buildings you can construct may be up to 10x your engineering rank.
  Athletics- All characters may jump a distance equal to twice their height 
  increment, plus each success on an athletics roll equals an additional increment. All 
  characters may swim at ½ their SPD stat. Climbing is also at a rate of ½ your SPD.
  Movement-
  Movement is based on the speed stat and is modified by the terrain of what your 
  transformation is. In general you move as many spaces per round (about 6 seconds) as 
  your speed rank.
  In combat 1 space usually equals 100 meters.
  In land or water movement 1 space equals 100 meters
  In air movement 1 space is equal to 5 kilometers
  In space movement 1 space equals 1 light year
  So how fast is my character: Rough vehicle speeds for your transformation can be 
  calculated as follows:
  Land = speed x 50 kph
  Water = speed x30 kph
  Air = speed x 500 kph
  Space = speed x C (speed of light)
  
  Spark-
  Inside each Cybertronian is a fragment of the life essence of their creator Primus. 
  This fragment, or spark, is what gives each Transformer a life of its own, or soul. It is 
  what makes them so much more than just machines running programs. Transformers can 
  actually think and feel for themselves. When a Transformer dies its spark returns to the 
  well of all sparks on Cybertron to rejoin with the spark of Primus. All characters must 
  have at least 1 point of spark at all times or they are considered dead. As you gather 
  experiences in life your spark will grow and your spark level will rise. The spark points 
  you accumulate can be spent on improvements so long as you retain at least 1 point. Also,
  in desperate situations you may spend a spark point to gain 1 automatic success per point 
  spent, so long as you retain at least 1 point.
  You will gain 10 spark points for each completed adventure
  You will gain 1 spark point for every natural 12 you roll
  Spark points may be spent in the following ways:
  50 spark to raise a protocol 1 point
  500 spark to raise a stat 1 point
  200 spark to add an option slot
  200 spark to add a weapon slot
  500 spark to change your grade
  300 spark to change your size class 1 step
  500 spark to change your function
  The Matrix-
  The Matrix is the symbol of Autobot leadership and a piece of the living essence 
  of Primus himself. First bestowed on Primus’ first creation Prima, it was passed down 
  through every chosen leader of the Autobots since then. He who holds the Matrix with in 
  him is the Prime. In order to possess the Matrix an Autobot must meet the following 3 
  criteria:
  They must be of command function
  They must have a minimum courage stat of 8
  They must be at least Mass Index 5
  The Matrix measures 3 meters long by 1.5 meters high. The central orb measures 1 meter 
  in diameter. It is considered to possess 15 armor points and 25 structure points.
  The Matrix possesses the following powers:
  20 point die pool- To be used in any task of the holder’s choosing per day or up to
  20 phantom energy or structure points per day.
  Repository of ancient wisdom- The Matrix possesses the accumulated wisdom of 
  all the past Autobot commanders who have come before. Treat this as a history protocol 
  of 15.
  Light in the darkest hour- For each round it remains open; the Matrix deals 20 
  points of structure damage to Unicron.
  
  Humans-
  You need not be a large metal skinned robot to play in this game. Humans while 
  not as durable as their Cybertronian counterparts are in possession of their own 
  advantages. The rules for generating human player characters are as follows:
  All humans are mass index 2 (1.5 to 2.5 meters tall)
  Lift capacity = STR x 100 in lbs.
  Grade is Human but still choose a function.
  Humans start with 30 protocol points + INT & SPD
  No starting options or weapons, humans use gear instead
  No starting armor without gear
  Structure = STR + END / 3 (rounded up)
  Energy – N/A (humans effectively have unlimited energy, so long as they eat 
  twice a week and drink water once every 3 days, and can breathe)
  A few notes on playing humans- Humans in direct combat with other 
  mechanical based lifeforms quickly expire. But before you think there is no reason to 
  play humans or it would be unwise, there are a few points that make playing humans not 
  only possible but rewarding. To the majority of Decepticons humans are literally ignored.
  As humans are barely above the other organic vermin scurrying around this planet, the 
  Decepticons then to just ignore them unless they are in a position to expose them. Now 
  while the human military poses no real threat to the Decepticon war engine, having to 
  take on the armies of Earth would be time consuming and set their time tables back, as 
  well as draw the attention of the Autobot forces (whom they actually view as a 
  threat).Typically if a Vehicon trooper  is assigned a duty other than keeping the human 
  population out or unaware, most of them will just ignore the pest (“Hey Thrust, was that a
  human that just scurried past the security console?” “Forget about it Dirge, I'll call an 
  exterminator drone to kill it later.”). As well as being ignored by the Cons, humans are 
  able to go anywhere they want on Earth with out arousing suspicion. Since Autobots and 
  Decepticons both find it in their best interest to keep their presence a secret, human 
  characters don't have to worry about staying in disguise to move about on this planet. 
  When combat does break out, the Cons will be more focused on the Autobot forces than 
  any humans scrambling about. When they do deem the humans as significant, the smaller
  humans have the advantage in stealth and hiding, as well as being a small and difficult 
  target to hit (+1 TN for every mass index level below the attacker).  Humans also gain an 
  additional +1 Tn to be hit by Cybertronian weapons or detected by their sensors due to 
  the fact that we are not made of metal and most Cybertronian systems seem to use this to 
  target.
  
  Transportation Equipment-
  Decepticon battle cruiser (Nemesis)- SPD: 6
  Armor: 20
  Structure: 500
  Energy: 300
  Crew: 100
  Space-bridge unit
  Tractor beam: 7 STR (@MI:7)
  Plasma cannons: 25 base damage
  Autobot shuttle- SPD: 8
  Armor: 10
  Structure: 200
  Energy: 100
  Crew: 10
  Belly guns: 10 base damage
  Emergency escape pod: SP: 3 AR: 4 ST: 10 E: 40
  The Jackhammer- SPD: 8
  Armor: 10
  Structure: 100
  Energy: 100
  Crew: 10
  Belly guns: 10 base damage
  Missile pods: 8 base damage Shots: 12
  Space Bridges- Space bridges are a form of interplanetary transport, allowing 
  Transformers to move from one planet to another almost instantaneously without the 
  need for a spacecraft, via a "short-cut" through the extra-dimensional realm of trans warp 
  space. Early models required machinery at both ends of the bridge to open a stable 
  dimensional portal, but later iterations of the technology consisted only of a generator at 
  the departure point, which could open bridges to the desired location without the need of 
  a receiver at the other end. These generators consume 10 points of energy per round. 
  Smaller versions (called ground bridges) have only planet-wide range at half the energy 
  cost.
  Cybertronian excavator-  SPD: 3
  Armor: 6
  Structure:100
  Energy: 100
  Crew: 2
  Drill: D10
  Sensors x2
  
  Cybertronian Special Equipment- 
  Apex Armor- The Apex Armor is one of the relics of the Thirteen (or an armor of 
  Decepticon Design; it depends on who you ask). While normally compacted in a disk, 
  when placed over a Transformer's chest it will expand into a huge set of armor 
  impervious to any attack, as well as enhance the wearer's strength. Though built for 
  Cybertronians, the artifact can also be used by humans, forming a proportionally smaller 
  but no less invincible set of armor. The armor when worn raises the equivalent mass 
  index by +1 (min 3, max 6) for lifting and adds 10 armor points + 10 automatic successes
  to all armor rolls.
  Polarity Gauntlets- Polarity gauntlets grant the user a powerful control over the forces 
  of magnetism. They can be used to draw objects to or push metal away from the wielder, 
  as well as magnetizing metal objects in various ways. For a race of beings made largely 
  out of metal such as the Transformers, such a weapon is a force to be reckoned with. The 
  devices were invented by the Decepticons during the Great War. These artifacts allows 
  the wearer to use magnetic to exert 10 STR, at mass index 5, at a range of 10 spaces. 
  Uses 5 energy per use from the wielder.
  The Spark Extractor- A spark extractor is a device that is used for pulling a 
  Transformer's spark out of its mechanical body. This process can be accomplished even 
  against the will of the target Transformer (as was, in fact, the norm). Once removed from 
  its body, a Transformer's spark is more or less helpless. When an extractor is near a 
  Transformer and activated, even before the spark emerges, the Transformer often appears
  to be stunned or dazed such that they find it difficult to resist. The extraction itself is 
  quite fast, taking well under 10 rounds in most cases. Extractors are therefore quite 
  effective as weapons, requiring only that the victim be momentarily immobilized in order
  for the extractor to do its work.
  The Immobilizer- A powerful experimental weapon, the Immobilizer can be used to 
  freeze Autobots in their tracks. It functions by removing the target from the time flow. 
  This of course, renders the target both immobile and indestructible. Uses 5 energy per 
  shot from the wielder.
  Cortical Psychic Patch- Shockwave developed the cortical psychic patch during the 
  Great War. It is a procedure through which the mind of one Transformer can be joined 
  with another, using a cable connected directly between the two Transformers' brains. By 
  this means, the victim's memories can be viewed by both parties, allowing information to 
  be extracted, though it appears to be a read-only arrangement. The procedure was banned 
  by the Autobots, though there are a substantial number of texts on the subject available to
  interested Autobot medics. An Autobot hooked to the system must roll a Cor test vs the 
  operator's interface protocol (TN 6) each round to resist.
  
  Cybertronian Artifacts- 
  The Energon Harvester- An Energon Harvester was used by the Ancients to harvest 
  energon. As energon flows in the bodies of all Transformers, the Harvester can be a 
  deadly weapon in Decepticon hands. It can absorb up to 1000 energy points at a range of 
  10 spaces.
  The Key to Vector Sigma- This is the only object capable of powering up Vector Sigma,
  the super computer in Cybertron's core that links to the essence of Primus. Only Vector 
  Sigma is capable of refilling an emptied Matrix.
  The Star Sabre (Dark Star Sabre)- Wielded by Prima, one of the original Thirteen 
  Transformers at the dawn of time, the Star Saber sword was a weapon unlike any other. 
  Though several other swords throughout the ages share its name, only one could snuff out
  stars and crumble the stuff of planets into dust. Many legends swirl around this blade of 
  blades, from its origin to it its precise nature to the circumstances surrounding its 
  disappearance into the annals of history, but somewhere between fiction and fact, the Star
  Saber waits to be discovered again by one worthy enough to wield its power... Dealing 
  STR+8 damage it is a force to be reckoned with, even more so if you factor in it's wave 
  attack that deals STR+5 damage at a range of 10 spaces.
  The Dark Star Saber is a sword made from pure Dark Energon. Intended to be a 
  dark counter-part of the Star Saber itself, this blade possesses all the powers of the 
  original blade, and is Rumored to be even stronger than its counterpart. Unlike the 
  original blade the Dark Star Saber doesn't require a Prime to activate it's powers. 
  The Forge of Solus Prime- The Forge of Solus Prime is the symbol of office of the 
  master-artificer of the Thirteen. Oddly, it is not actually a forge in the classic sense, but 
  rather a hammer the size of which suggests that Solus Prime and her brothers towered 
  over modern Cybertronians. 
  Utilizing the power of a miniature neutron star at its very heart, the forge operates 
  through the convergence of “magic” and science. It is not known just how powerful the 
  forge is, but it is believed that it can be used to make anything out of anything, with the 
  possibilities only being limited by the skill and knowledge of the Prime wielding it. The 
  forge was used to craft all other artifacts of the Thirteen, and is noted to be one of the few
  things which could craft the core components of a Cybertronian body from scratch. 
  Although largely incapable of forging anything when not in the hand of a Prime, its 
  power can certainly be used to pack a slagging huge whallop that's second only to the 
  Star Saber (STR+5). The thing is so heavy that only a select few have the strength to 
  carry it without any difficulty.
  The Omega Lock & Omega Keys- Eons ago, the life-force of Primus was divided into 
  the four Omega Keys and scattered across the galaxy. The Omega Lock is the device that
  the Keys join with to reawaken Primus's power. The Omega Lock was located in the Rust
  Sea, disguised as a nondescript object in the barren wastes. When the four Omega Keys 
  were brought to it, however, its true nature was revealed. The ground transformed and 
  
  pillars rose from the ground, forming a portal. Optimus prime described it as a link to the 
  AllSpark.  
  The Requiem Blaster- The Requiem Blaster is a powerful weapon of the Thirteen that is
  able to draw power from a quasar's sound waves, a supernova's thermal energy, or a black
  hole's gravity. The blaster is massive enough to have its own gravity and is far too large 
  for a modern transformer to wield or even pull the trigger. 
  The former archivist Optimus Prime has never encountered any record of anyone 
  surviving a direct hit from the Requiem Blaster. It might just be the most powerful 
  weapon ever.
  The Phase Shifter- The phase shifter is an Iacon relic that grants the user the ability to 
  pass through solid objects. It works intuitively, allowing the user to phase through objects
  or not depending on the needs of the situation. 
  The Autobot Matrix of Leadership- see the Matrix section.
  
  Sample characters & generic foes-
  Optimus Prime 
  Allegiance: Autobot
  Function: Autobot Commander
  Grade: Commercial
  STR: 10
  Armor:
   16
  INT: 10
  Structure: 
  60
  SPD: 8
  Energy:
   200
  END: 10
  Mass index: 5
  RNK: 10
  Initiative:
   9+
  COR: 10
  Spark: 
  10
  FRP: 10
  SKL: 10
  Protocols-
  Awareness
  8
  Athletics
  6
  Deduction
  8
  Brawling
  8
  Diplomacy
  10
  Defense
  8
  Engineering
  4
  Demolitions
  2
   History
  10
  Fire Combat
  8
   Interface
  4
  Gunnery
  6
  Interrogation 2
  Melee Combat
  8
  Intimidation
  8
  Perform
   Linguistics
  2
  Pilot 
  6
  Repair
  4
  Stealth
  4
  Sciences 
  6
  Tactical Combat
  4
  Subterfuge 
  2
  Tracking
  2
  Current Alt form: Peterbuilt semi-tractor (experimental military heavy truck [Beast])
  Weapon Pods
  Option Pods
  HVY blaster D6
  Matrix of leadership
  (x2)Melee  D13
  Communication
  Star Sabre(ex)
  Holster
  (Flight pod [Beast Hunters])
  
  Arcee
  Allegiance: Autobot
  Function: Warrior
  Grade: Standard
  STR: 
  7
  Armor: 
  5
  INT: 
  7
  Structure: 
  13
  SPD: 
  9
  Energy: 
  105
  END: 
  10
  mass index: 
  2
  RNK: 
  7
  Initiative: 
  8+
  COR: 
  8
  Spark: 
  10
  FRP: 
  8
  SKL: 
  8
  Protocols-
  Awareness
  2
  Athletics
  2
  Deduction
  2
  Brawling
  5
  Diplomacy
  2
  Defense
  5
  Engineering
  Demolitions
  2
   History
  Fire Combat
  5
   Interface
  Gunnery
  Interrogation 2
  Melee Combat
  4
  Intimidation
  2
  Perform
   Linguistics
  Pilot 
  2
  Repair
  2
  Stealth
  4
  Sciences 
  Tactical Combat
  Subterfuge 
  2
  Tracking
  2
  Current Alt form: Motorcycle
  Weapon Pods
  Option Pods
  HVY Blaster D4
  Booster pod
  Melee
  D8
  Communication
  Holo Pod
  
  Bulkhead
  Allegiance: Autobot
  Function: Warrior
  Grade: Commercial
  STR: 
  10
  Armor: 
  16
  INT: 
  5
  Structure: 
  45
  SPD: 
  4
  Energy: 
  100
  END:  
  10
  Mass index:
   4
  RNK: 
  5
  Initiative:
   4+
  COR: 
  8
  Spark: 
  10
  FRP: 
  7
  SKL: 
  7
  Protocols-
  Awareness
  2
  Athletics
  4
  Deduction
  Brawling
  5
  Diplomacy
  2
  Defense
  4
  Engineering
  Demolitions
  2
   History
  2
  Fire Combat
  4
   Interface
  Gunnery
  2
  Interrogation
  Melee Combat
  5
  Intimidation
  4
  Perform
   Linguistics
  Pilot 
  2
  Repair
  2
  Stealth
  2
  Sciences 
  Tactical Combat
  2
  Subterfuge 
  Tracking
  Current Alt form: Humvee
  Weapon Pods
  Option Pods
  HVY Blaster  D5
  Communication
  Melee
  D12
  Tool Pod
  Bomb Rack
  D8
  Sensor
  
  Ratchet
  Allegiance: Autobot
  Function: Mechanic
  Grade: Commercial
  STR: 
  7
  Armor: 
  11
  INT: 
  10
  Structure: 
  25
  SPD: 
  6
  Energy: 
  80
  END: 
  8
  Mass index: 4
  RNK: 
  8
  Initiative: 
  8+
  COR: 
  7
  Spark: 
  10
  FRP: 
  7
  SKL: 
  10
  Protocols-
  Awareness
  8
  Athletics
  2
  Deduction
  8
  Brawling
  4
  Diplomacy
  4
  Defense
  7
  Engineering
  8
  Demolitions
  5
   History
  6
  Fire Combat
  7
   Interface
  6
  Gunnery
  6
  Interrogation 2
  Melee Combat
  7
  Intimidation
  4
  Perform
   Linguistics
  6
  Pilot 
  3
  Repair
  10
  Stealth
  2
  Sciences 
  8
  Tactical Combat
  2
  Subterfuge 
  Tracking
  4
  Current Alt form: Ambulance
  Weapon Pods
  Option Pods
  Blaster D2
  Tool(x2)
  Melee D9
  Sensors(x2)
  Communication
  
  Bumblebee
  Allegiance: Autobot
  Function: Scout
  Grade: Standard
  STR: 
  6
  Armor: 
  6
  INT: 
  8
  Structure: 
  14
  SPD: 
  8
  Energy: 
  85
  END: 
  8
  Mass index: 3
  RNK: 
  5
  Initiative: 
  8+
  COR: 
  8
  Spark: 
  10
  FRP: 
  8
  SKL: 
  8
  Protocols-
  Awareness
  4
  Athletics
  4
  Deduction
  2
  Brawling
  5
  Diplomacy
  2
  Defense
  5
  Engineering
  Demolitions
   History
  Fire Combat
  5
   Interface
  Gunnery
  Interrogation
  Melee Combat
  5
  Intimidation
  Perform
   Linguistics
  2
  Pilot 
  2
  Repair
  2
  Stealth
  4
  Sciences 
  Tactical Combat
  Subterfuge 
  Tracking
  2
  Current Alt form: 2010 Chevy Camero
  Weapon Pods
  Option Pods
  Blaster D2
  Sensor(x2)
  Melee D8
  Booster
  Stealth
  Communication
  
  Wheeljack
  Allegiance: Autobot
  Function: Warrior
  Grade: Standard
  STR: 
  7
  Armor: 
  8
  INT: 
  6
  Structure: 
  25
  SPD: 
  7
  Energy: 
  85
  END: 
  8
  Mass index: 3
  RNK: 
  5
  Initiative: 
  6+
  COR: 
  10
  Spark: 
  10
  FRP: 
  8
  SKL: 
  8
  Protocols-
  Awareness
  2
  Athletics
  4
  Deduction
  Brawling
  4
  Diplomacy
  Defense
  4
  Engineering
  4
  Demolitions
  6
   History
  Fire Combat
  2
   Interface
  Gunnery
  Interrogation 2
  Melee Combat
  4
  Intimidation
  2
  Perform
   Linguistics
  Pilot 
  4
  Repair
  2
  Stealth
  3
  Sciences 
  Tactical Combat
  4
  Subterfuge 
  Tracking
  Current Alt form: 2011 Lancia New Stratos
  Weapon Pods
  Option Pods
  Blaster D2
  Sensors
  Bomb Rack D8
  Communication
  Swords(ex)
  D9
  Holster
  
  Smokescreen
  Allegiance: Autobot
  Function:Warrior
  Grade: Performance
  STR: 
  6
  Armor: 
  8
  INT: 
  6
  Structure: 
  24
  SPD: 
  10
  Energy: 
  80
  END: 
  8
  Mass index:
   3
  RNK: 
  6
  Initiative: 
  8+
  COR: 
  8
  Spark: 
  1
  FRP: 
  6
  SKL: 
  6
  Protocols-
  Awareness
  2
  Athletics
  2
  Deduction
  2
  Brawling
  2
  Diplomacy
  2
  Defense
  4
  Engineering
  Demolitions
  2
   History
  4
  Fire Combat
  4
   Interface
  Gunnery
  2
  Interrogation
  Melee Combat
  4
  Intimidation
  Perform
   Linguistics
  Pilot 
  4
  Repair
  2
  Stealth
  4
  Sciences 
  Tactical Combat
  2
  Subterfuge 
  Tracking
  Current Alt form: McLaren MP4-12C sports car
  Weapon Pods
  Option Pods
  Blaster 2D
  Booster pod
  Melee 8D
  
  Ultra Magnus
  Allegiance: Autobot
  Function: Command
  Grade: Commercial
  STR: 
  10
  Armor: 
  16
  INT: 
  6
  Structure: 
  60
  SPD: 
  8
  Energy: 
  100
  END: 
  10
  Mass index: 5
  RNK: 
  9
  Initiative: 
  7+
  COR: 
  10
  Spark: 
  10
  FRP: 
  10
  SKL: 
  8
  Protocols-
  Awareness
  8
  Athletics
  6
  Deduction
  6
  Brawling
  8
  Diplomacy
  4
  Defense
  7
  Engineering
  2
  Demolitions
  5
   History
  4
  Fire Combat
  7
   Interface
  2
  Gunnery
  4
  Interrogation 6
  Melee Combat
  8
  Intimidation
  8
  Perform
   Linguistics
  3
  Pilot 
  5
  Repair
  4
  Stealth
  4
  Sciences 
  4
  Tactical Combat
  6
  Subterfuge 
  2
  Tracking
  4
  Current Alt form: 
  Weapon Pods
  Option Pods
  (x2)HVY Blaster
  D6
  Communication
  Melee D13
  Tool Pod
  (ex) Baster Shotgun D7
  Holster
  Missiles D8
  (Forge of Solus Prime D16 [Beast Hunters])
  
  Cliffjumper
  Allegiance: Autobot
  Function: Scout
  Grade: Standard
  STR: 
  7
  Armor: 
  6
  INT: 
  6
  Structure: 
  25
  SPD: 
  8
  Energy: 
  80
  END: 
  8
  Mass index: 3
  RNK: 
  4
  Initiative: 
  7+
  COR: 
  7
  Spark: 
  10
  FRP: 
  7
  SKL: 
  7
  Protocols-
  Awareness
  2
  Athletics
  4
  Deduction
  Brawling
  4
  Diplomacy
  2
  Defense
  4
  Engineering
  Demolitions
   History
  2
  Fire Combat
  4
   Interface
  Gunnery
  Interrogation 2
  Melee Combat
  4
  Intimidation
  2
  Perform
   Linguistics
  2
  Pilot 
  2
  Repair
  2
  Stealth
  3
  Sciences 
  Tactical Combat
  Subterfuge 
  Tracking
  2
  Current Alt form: Plymouth Barracuda 
  Weapon Pods
  Option Pods
  Blaster D2
  (x2)Sensors
  Melee D9
  Booster pod
  Communication
  
  Tailgate
  Allegiance: Autobot
  Function: Scout
  Grade: Standard
  STR: 
  7
  Armor: 
  6
  INT: 
  6
  Structure: 
  25
  SPD: 
  8
  Energy: 
  80
  END: 
  8
  Mass index: 3
  RNK: 
  4
  Initiative: 
  7+
  COR: 
  7
  Spark: 
  10
  FRP: 
  7
  SKL: 
  7
  Protocols-
  Awareness
  2
  Athletics
  4
  Deduction
  Brawling
  4
  Diplomacy
  2
  Defense
  4
  Engineering
  Demolitions
   History
  2
  Fire Combat
  4
   Interface
  Gunnery
  Interrogation 2
  Melee Combat
  4
  Intimidation
  2
  Perform
   Linguistics
  2
  Pilot 
  2
  Repair
  2
  Stealth
  3
  Sciences 
  Tactical Combat
  Subterfuge 
  Tracking
  2
  Current Alt form: Dodge Challenger
  Weapon Pods
  Option Pods
  Blaster D2
  (x2)Sensors
  Melee D9
  Booster pod
  Communication
  
  Megatron 
  Allegiance: Decepticon
  Function: Command
  Grade: Military
  STR: 
  10
  Armor: 
  18
  INT: 
  10
  Structure: 
  54
  SPD: 
  10
  Energy: 
  100
  END: 
  10
  Mass index: 6
  RNK: 
  10
  Initiative: 
  10+
  COR: 
  10
  Spark: 
  10
  FRP: 
  10
  SKL: 
  10
  Protocols-
  Awareness
  8
  Athletics
  8
  Deduction
  6
  Brawling
  8
  Diplomacy
  4
  Defense
  10
  Engineering
  4
  Demolitions
  6
   History
  8
  Fire Combat
  10
   Interface
  4
  Gunnery
  8
  Interrogation 8
  Melee Combat
  8
  Intimidation
  10
  Perform
  2
   Linguistics
  6
  Pilot 
  6
  Repair
  4
  Stealth
  6
  Sciences 
  6
  Tactical Combat
  8
  Subterfuge 
  5
  Tracking
  4
  Current Alt form: Cybertronian Strato-fighter
  Weapon Pods
  Option Pods
  Fusion Cannon  D15
  Armor pod
  Melee D13
  Communication
  Dark Star Sabre(ex)
  Booster pod
  Flight pod
  Holster pod
  
  Starscream
  Allegiance: Decepticon
  Function: Command
  Grade: Performance
  STR: 
  6
  Armor: 
  6
  INT: 
  8
  Structure: 
  26
  SPD: 
  10
  Energy: 
  80
  END: 
  8
  Mass index:
   3
  RNK: 
  9
  Initiative: 
  9+
  COR: 
  4
  Spark: 
  10
  FRP: 
  8
  SKL: 
  9
  Protocols-
  Awareness
  4
  Athletics
  6
  Deduction
  3
  Brawling
  4
  Diplomacy
  8
  Defense
  7
  Engineering
  3
  Demolitions
  3
   History
  3
  Fire Combat
  6
   Interface
  3
  Gunnery
  6
  Interrogation 8
  Melee Combat
  4
  Intimidation
  5
  Perform
   Linguistics
  2
  Pilot 
  6
  Repair
  3
  Stealth
  8
  Sciences 
  5
  Tactical Combat
  6
  Subterfuge 
  7
  Tracking
  3
  Current Alt form: General Dynamics F-16 Fighting Falcon 
  Weapon Pods
  Option Pods
  Missiles D9
  Booster pod
  Melee D9
  Flight pod
  Blaster D3
  Sensors
  Communication
  
  Soundwave
  Allegiance: Decepticon
  Function: Espionage
  Grade: Military
  STR: 
  7
  Armor: 
  10
  INT: 
  10
  Structure: 
  27
  SPD: 
  8
  Energy: 
  100
  END: 
  10
  Mass index: 3
  RNK: 
  9
  Initiative: 
  9+
  COR: 
  8
  Spark: 
  10
  FRP: 
  6
  SKL: 
  10
  Protocols-
  Awareness
  7
  Athletics
  6
  Deduction
  8
  Brawling
  4
  Diplomacy
  8
  Defense
  8
  Engineering
  4
  Demolitions
  2
  History
  8
  Fire Combat
  5
  Interface
  10
  Gunnery
  8
  Interrogation 8
  Melee Combat
  6
  Intimidation
  8
  Perform
  6
  Linguistics
  10
  Pilot 
  5
  Repair
  4
  Stealth
  8
  Sciences 
  8
  Tactical Combat
  8
  Subterfuge 
  7
  Tracking
  6
  Current Alt form: Predator B Drone
  Weapon Pods
  Option Pods
  Melee D10
  (x2)Communication
  Missiles D9
  Sensors
  Gestalt pod
  Stealth
  Multi-pod
  Laserbeak -
  Grade: Military
  Function: Scout
  STR 3 INT 4 SPD 8 END 5    RNK 1   COR 6
  FPR 6   SKL 8
  Armor: 5
  Structure: 10
  Energy: 50
  Awareness 8 Athletics 8
  Fire Combat 6
  Stealth 8
  Laser Pod D2
  Stealth pod
  Gestalt pod
  
  Knockout 
  Allegiance: Decepticon
  Function: Mechanic
  Grade: Performance
  STR: 
  6
  Armor: 
  3
  INT: 
  8
  Structure: 
  9
  SPD: 
  8
  Energy: 
  80
  END: 
  8
  Mass index: 3
  RNK: 
  8
  Initiative: 
  8+
  COR: 
  5
  Spark: 
  10
  FRP: 
  6
  SKL: 
  9
  Protocols-
  Awareness
  2
  Athletics
  4
  Deduction
  2
  Brawling
  2
  Diplomacy
  2
  Defense
  4
  Engineering
  Demolitions
   History
  Fire Combat
  4
   Interface
  2
  Gunnery
  Interrogation 4
  Melee Combat
  2
  Intimidation
  2
  Perform
   Linguistics
  Pilot 
  Repair
  6
  Stealth
  4
  Sciences 
  4
  Tactical Combat
  Subterfuge 
  3
  Tracking
  Current Alt form: Custom Kit Sports Car
  Weapon Pods
  Option Pods
  Blaster D2
  Tool pod
  Melee D8
  Communication
  Sensors
  Booster pod
  
  Shockwave 
  Allegiance: Decepticon
  Function: Engineer
  Grade: Military
  STR: 
  8
  Armor: 
  16
  INT: 
  10
  Structure: 
  42
  SPD: 
  6
  Energy: 
  100
  END: 
  10
  Mass index:
   5
  RNK: 
  9
  Initiative:
   8+
  COR: 
  10
  Spark: 
  10
  FRP: 
  8
  SKL: 
  8
  Protocols-
  Awareness
  8
  Athletics
  6
  Deduction
  10
  Brawling
  6
  Diplomacy
  4
  Defense
  8
  Engineering
  10
  Demolitions
  6
   History
  7
  Fire Combat
  7
   Interface
  8
  Gunnery
  7
  Interrogation 8
  Melee Combat
  6
  Intimidation
  8
  Perform
   Linguistics
  6
  Pilot 
  4
  Repair
  7
  Stealth
  4
  Sciences 
  10
  Tactical Combat
  7
  Subterfuge 
  4
  Tracking
  4
  Current Alt form: Cybertronian Tank
  Weapon Pods
  Option Pods
  Blaster Cannon D10
  Tool pod
  Melee D12
  (x2)Sensors
  (x2)Communication
  
  Airacnid
  Allegiance: Insecticon
  Function: Command
  Grade: Standard
  STR: 
  5
  Armor: 
  5
  INT: 
  8
  Structure: 
  16
  SPD: 
  7
  Energy: 
  85
  END: 
  8
  Mass index: 2
  RNK: 
  9
  Initiative:
   7+
  COR: 
  8
  Spark: 
  10
  FRP: 
  7
  SKL: 
  10
  Protocols-
  Awareness
  7
  Athletics
  8
  Deduction
  7
  Brawling
  6
  Diplomacy
  4
  Defense
  8
  Engineering
  4
  Demolitions
  2
   History
  2
  Fire Combat
  6
   Interface
  5
  Gunnery
  3
  Interrogation 8
  Melee Combat
  8
  Intimidation
  8
  Perform
  5
  Linguistics
  2
  Pilot 
  3
  Repair
  4
  Stealth
  8
  Sciences 
  6
  Tactical Combat
  7
  Subterfuge 
  8
  Tracking
  4
  Current Alt form: RAH-66 Stealth Helicopter
  Weapon Pods
  Option Pods
  Laser D2
  Multi-pod
  Melee D7
  Stealth pod
  Streamer (glue/webs)
  Vampire Infection
  
  Breakdown
  Allegiance: Decepticon
  Function: Warrior
  Grade: Commercial
  STR: 
  10
  Armor: 
  14
  INT: 
  4
  Structure: 
  60
  SPD: 
  6
  Energy: 
  100
  END: 
  10
  Mass index: 4
  RNK: 
  4
  Initiative: 
  5+
  COR: 
  8
  Spark: 
  10
  FRP: 
  8
  SKL: 
  6
  Protocols-
  Awareness
  2
  Athletics
  4
  Deduction
  Brawling
  4
  Diplomacy
  Defense
  4
  Engineering
  Demolitions
  2
  History
  Fire Combat
  4
  Interface
  Gunnery
  Interrogation
  Melee Combat
  6
  Intimidation
  4
  Perform
  Linguistics
  Pilot 
  2
  Repair
  4
  Stealth
  2
  Sciences 
  Tactical Combat
  Subterfuge 
  Tracking
  2
  Current Alt form: Armored Car
  Weapon Pods
  Option Pods
  HVY blaster D5
  Sensors
  Melee D12
  Tool pod
  Communications
  
  Dreadwing
  Allegiance: Decepticon
  Function: Warrior
  Grade: Military
  STR: 
  10
  Armor: 
  16
  INT: 
  6
  Structure: 
  60
  SPD: 
  8
  Energy: 
  100
  END: 
  10
  Mass index: 5
  RNK: 
  7
  Initiative: 
  7+
  COR: 
  10
  Spark: 
  10
  FRP: 
  10
  SKL: 
  10
  Protocols-
  Awareness
  6
  Athletics
  6
  Deduction
  4
  Brawling
  8
  Diplomacy
  4
  Defense
  8
  Engineering
  Demolitions
  5
   History
  8
  Fire Combat
  8
   Interface
  3
  Gunnery
  5
  Interrogation 8
  Melee Combat
  8
  Intimidation
  8
  Perform
   Linguistics
  2
  Pilot 
  4
  Repair
  3
  Stealth
  4
  Sciences 
  3
  Tactical Combat
  8
  Subterfuge 
  4
  Tracking
  4
  Current Alt form: Lockheed Martin F-35 Lightning II
  Weapon Pods
  Option Pods
  Missiles D10
  Booster pod
  HVY Blaster D7
  Sensors
  Blaster Gatling(ex) D10 
  Holster
  
  Skyquake
  Allegiance: Decepticon
  Function: Warrior
  Grade: Military
  STR: 
  10
  Armor: 
  16
  INT: 
  6
  Structure: 
  60
  SPD: 
  8
  Energy: 
  100
  END: 
  10
  Mass index: 5
  RNK: 
  7
  Initiative: 
  7+
  COR: 
  10
  Spark: 
  10
  FRP: 
  10
  SKL: 
  10
  Protocols-
  Awareness
  6
  Athletics
  6
  Deduction
  4
  Brawling
  8
  Diplomacy
  4
  Defense
  8
  Engineering
  Demolitions
  5
   History
  8
  Fire Combat
  8
   Interface
  3
  Gunnery
  5
  Interrogation 8
  Melee Combat
  8
  Intimidation
  8
  Perform
   Linguistics
  2
  Pilot 
  4
  Repair
  3
  Stealth
  4
  Sciences 
  3
  Tactical Combat
  8
  Subterfuge 
  4
  Tracking
  4
  Current Alt form: Lockheed Martin F-35 Lightning II
  Weapon Pods
  Option Pods
  Missiles D10
  Booster pod
  HVY Blaster D7
  Sensors
  Broad Sword(ex) D14
  Holster
  
  Makeshift
  Allegiance: Decepticon
  Function: Espionage
  Grade: Standard
  STR: 
  7
  Armor: 
  5
  INT: 
  7
  Structure: 
  14
  SPD: 
  7
  Energy: 
  90
  END: 
  9
  Mass index: 3
  RNK: 
  7
  Initiative: 
  7+
  COR: 
  7
  Spark: 
  10
  FRP: 
  7
  SKL: 
  7
  Protocols-
  Awareness
  4
  Athletics
  4
  Deduction
  4
  Brawling
  4
  Diplomacy
  4
  Defense
  4
  Engineering
  4
  Demolitions
  4
   History
  4
  Fire Combat
  4
   Interface
  4
  Gunnery
  4
  Interrogation 4
  Melee Combat
  4
  Intimidation
  4
  Perform
  6
   Linguistics
  4
  Pilot 
  4
  Repair
  4
  Stealth
  4
  Sciences 
  4
  Tactical Combat
  4
  Subterfuge 
  4
  Tracking
  4
  Current Alt form: varies
  Weapon Pods
  Option Pods
  Makeshift  has a rare exo-frame that allows him to imitate the frame of another bot he 
  scans. He can then imitate that bot's appearance, vocal patterns, and current alt-mode. 
  The target's current weapon and option pods are also duplicated. The only limits on 
  duplication it seams is mass index is limited to the range of one higher or lower that his 
  base mass (3). This option takes up all of his pod spaces so he depends on those of his 
  targets to defend himself.
  
  Vehicons
  Allegiance: Decepticon
  Function: Warrior
  Grade: Military
  STR: 
  6
  Armor: 
  11
  INT: 
  6
  Structure: 
  32
  SPD: 
  8
  Energy: 
  60
  END: 
  6
  Mass index: 3
  RNK: 
  4
  Initiative: 
  7+
  COR: 
  4
  Spark: 
  10
  FRP: 
  6
  SKL: 
  6
  Protocols-
  Awareness
  2
  Athletics
  2
  Deduction
  2
  Brawling
  2
  Diplomacy
  Defense
  4
  Engineering
  Demolitions
  2
   History
  Fire Combat
  4
   Interface
  2
  Gunnery
  2
  Interrogation 2
  Melee Combat
  4
  Intimidation
  2
  Perform
   Linguistics
  Pilot 
  2
  Repair
  2
  Stealth
  2
  Sciences 
  Tactical Combat
  2
  Subterfuge 
  2
  Tracking
  2
  Current Alt form: Sports car, Seeker jet, Helicopter, or Tank
  Weapon Pods
  Option Pods
  Blaster D3
  communication
  Melee D8
  Either: 
  Booster pod (if seeker)
  Sensor pod (if Sports car or Helicopter)
  Armor pod (if Tank)
  
  Decepticon Miner
  Allegiance: Decepticon
  Function: Engineer
  Grade: Commercial
  STR: 
  7
  Armor: 
  9
  INT: 
  6
  Structure: 
  24
  SPD: 
  6
  Energy: 
  70
  END: 
  7
  Mass index:
   3
  RNK: 
  3
  Initiative: 
  6+
  COR: 
  4
  Spark: 
  10
  FRP: 
  6
  SKL: 
  7
  Protocols-
  Awareness
  2
  Athletics
  2
  Deduction
  2
  Brawling
  2
  Diplomacy
  Defense
  4
  Engineering
  5
  Demolitions
  4
   History
  Fire Combat
  2
   Interface
  2
  Gunnery
  2
  Interrogation
  Melee Combat
  2
  Intimidation
  Perform
   Linguistics
  Pilot 
  2
  Repair
  3
  Stealth
  2
  Sciences 
  2
  Tactical Combat
  2
  Subterfuge 
  2
  Tracking
  Current Alt form: 
  Weapon Pods
  Option Pods
  Blaster D2
  Tool pod
  Sensor
  
  Hardshell
  Allegiance: Insecticon
  Function: Warrior
  Grade: Primal
  STR: 
  10
  Armor: 
  16
  INT: 
  5
  Structure: 
  60
  SPD: 
  6
  Energy: 
  100
  END: 
  10
  Mass index: 4
  RNK: 
  6
  Initiative: 
  5+
  COR: 
  10
  Spark: 
  10
  FRP: 
  7
  SKL: 
  8
  Protocols-
  Awareness
  6
  Athletics
  6
  Deduction
  2
  Brawling
  8
  Diplomacy
  2
  Defense
  8
  Engineering
  2
  Demolitions
  2
   History
  Fire Combat
  4
   Interface
  Gunnery
  2
  Interrogation 4
  Melee Combat
  8
  Intimidation
  8
  Perform
   Linguistics
  Pilot 
  Repair
  2
  Stealth
  4
  Sciences 
  Tactical Combat
  Subterfuge 
  Tracking
  6
  Current Alt form: Rhino Beetle
  Weapon Pods
  Option Pods
  (x2)Melee D12
  Armor pod
  HVY Blaster D5
  Flight pod
  Missiles D8
  
  Insecticons
  Allegiance: Insecticon
  Function: Warrior
  Grade: Primal
  STR: 
  7
  Armor: 
  14
  INT: 
  3
  Structure: 
  34
  SPD: 
  6
  Energy: 
  80
  END: 
  8
  Mass index: 3
  RNK: 
  3
  Initiative: 
  4+
  COR: 
  5
  Spark: 
  10
  FRP: 
  4
  SKL: 
  6
  Protocols-
  Awareness
  2
  Athletics
  4
  Deduction
  Brawling
  4
  Diplomacy
  Defense
  4
  Engineering
  2
  Demolitions
   History
  Fire Combat
  5
   Interface
  Gunnery
  Interrogation
  Melee Combat
  5
  Intimidation
  3
  Perform
   Linguistics
  Pilot 
  2
  Repair
  2
  Stealth
  3
  Sciences 
  Tactical Combat
  3
  Subterfuge 
  Tracking
  Current Alt form: 
  Weapon Pods
  Option Pods
  (X2) Melee D7
  Flight pod
  Blaster D2
  Missiles D8
  
  Bombshock
  Allegiance: Insecticon
  Function: Scout
  Grade: Primal
  STR: 
  7
  Armor: 
  14
  INT: 
  3
  Structure: 
  34
  SPD: 
  6
  Energy: 
  80
  END: 
  8
  Mass index: 3
  RNK: 
  3
  Initiative: 
  4+
  COR: 
  5
  Spark: 
  10
  FRP: 
  4
  SKL: 
  6
  Protocols-
  Awareness
  4
  Athletics
  6
  Deduction
  2
  Brawling
  6
  Diplomacy
  Defense
  6
  Engineering
  4
  Demolitions
  4
   History
  Fire Combat
  4
   Interface
  Gunnery
  2
  Interrogation 4
  Melee Combat
  6
  Intimidation
  4
  Perform
   Linguistics
  Pilot 
  Repair
  2
  Stealth
  4
  Sciences 
  Tactical Combat
  Subterfuge 
  Tracking
  6
  Current Alt form: 
  Weapon Pods
  Option Pods
  (X2) Melee D7
  (x2) sensor
  Blaster D2
  Flight pod
  Bomb rack D8
  
  Predacons-
  Predaking
  Allegiance: Predacon
  Function: Command
  Grade: Primal
  STR: 
  10
  Armor: 
  23
  INT: 
  6
  Structure: 
  80
  SPD: 
  8
  Energy: 
  100
  END: 
  10
  Mass index: 7
  RNK: 
  10
  Initiative: 
  7+
  COR: 
  10
  Spark: 
  10
  FRP: 
  10
  SKL: 
  8
  Protocols-
  Awareness
  8
  Athletics
  8
  Deduction
  4
  Brawling
  8
  Diplomacy
  4
  Defense
  8
  Engineering
  Demolitions
  4
   History
  Fire Combat
  8
   Interface
  Gunnery
  2
  Interrogation 8
  Melee Combat
  10
  Intimidation
  10
  Perform
   Linguistics
  2
  Pilot 
  Repair
  2
  Stealth
  4
  Sciences 
  Tactical Combat
  8
  Subterfuge 
  2
  Tracking
  8
  Current Alt form: Dragon
  Weapon Pods
  Option Pods
  (x2)Melee D16
  Flight pod
  Plasma Streamer D12
  Armor pod
  (x2)Missiles D12
  Holster
  Sword(ex) D16
  
  Darksteel
  Allegiance: Predacon
  Function: Warrior
  Grade: Primal
  STR: 
  7
  Armor: 
  16
  INT: 
  5
  Structure: 
  53
  SPD: 
  8
  Energy: 
  80
  END: 
  8
  Mass index: 6
  RNK: 
  4
  Initiative: 
  6+
  COR: 
  6
  Spark: 
  10
  FRP: 
  7
  SKL: 
  8
  Protocols-
  Awareness
  2
  Athletics
  2
  Deduction
  2
  Brawling
  5
  Diplomacy
  Defense
  6
  Engineering
  Demolitions
   History
  Fire Combat
  4
   Interface
  Gunnery
  Interrogation
  Melee Combat
  4
  Intimidation
  4
  Perform
   Linguistics
  Pilot 
  2
  Repair
  Stealth
  4
  Sciences 
  Tactical Combat
  4
  Subterfuge 
  Tracking
  4
  Current Alt form: Ursagryph
  Weapon Pods
  Option Pods
  (2)Melee D11
  Flight pod
  Plasma Streamer D10
  Grapple line
  
  Skylinx
  Allegiance: Predacon
  Function: Warrior
  Grade: Primal
  STR: 
  7
  Armor: 
  16
  INT: 
  5
  Structure: 
  53
  SPD: 
  8
  Energy: 
  80
  END: 
  8
  Mass index: 6
  RNK: 
  4
  Initiative: 
  6+
  COR: 
  8
  Spark: 
  10
  FRP: 
  7
  SKL: 
  7
  Protocols-
  Awareness
  2
  Athletics
  4
  Deduction
  Brawling
  4
  Diplomacy
  Defense
  4
  Engineering
  Demolitions
  2
   History
  Fire Combat
  6
   Interface
  Gunnery
  Interrogation
  Melee Combat
  6
  Intimidation
  4
  Perform
   Linguistics
  Pilot 
  2
  Repair
  Stealth
  4
  Sciences 
  Tactical Combat
  4
  Subterfuge 
  Tracking
  Current Alt form: 
  Weapon Pods
  Option Pods
  (x2)Melee D10
  Flight pod
  Plasma Streamer D10
  Holster
  BombsD10
  Mace(ex) D11
  
  Humans & Supporting Cast
   
    
  Jack Darby
  Allegiance: Autobot
  Function: Scout
  Grade: Human
  STR: 
  5
  Armor: 
  N/A
  INT: 
  6
  Structure: 
  4
  SPD: 
  6
  Energy: 
  N/A
  END: 
  7
  Mass index: 2
  RNK: 
  2
  Initiative: 
  6+
  COR: 
  6
  Spark: 
  10
  FRP: 
  3
  SKL: 
  7
  Protocols-
  Awareness
  3
  Athletics
  4
  Deduction
  3
  Brawling
  2
  Diplomacy
  2
  Defense
  6
  Engineering
  2
  Demolitions
   History
  1
  Fire Combat
  1
   Interface
  Gunnery
  Interrogation
  Melee Combat
  2
  Intimidation
  Perform
   Linguistics
  2
  Pilot 
  6
  Repair
  4
  Stealth
  6
  Sciences 
  2
  Tactical Combat
  Subterfuge 
  4
  Tracking
  2
   
  Weapons
  Gear
  Cell Phone
  Backpack
  Bicycle
  
  Miko Nakadai
  Allegiance: Autobot
  Function: Warrior
  Grade: Human
  STR: 
  3
  Armor: 
  N/A
  INT: 
  4
  Structure: 
  7
  SPD: 
  6
  Energy: 
  N/A
  END: 
  7
  Mass index: 2
  RNK: 
  2
  Initiative: 
  5+
  COR: 
  8
  Spark: 
  10
  FRP: 
  2
  SKL: 
  6
  Protocols-
  Awareness
  2
  Athletics
  6
  Deduction
  2
  Brawling
  4
  Diplomacy
  2
  Defense
  6
  Engineering
  Demolitions
  2
   History
  4
  Fire Combat
  2
   Interface
  Gunnery
  Interrogation 2
  Melee Combat
  2
  Intimidation
  2
  Perform
  6
   Linguistics
  4
  Pilot 
  2
  Repair
  Stealth
  6
  Sciences 
  Tactical Combat
  Subterfuge 
  Tracking
   
  Weapons
  Gear
  Cellphone
  Backpack
  Electric guitar
  
  Raf Esquivil
  Allegiance: Autobot
  Function: Engineer
  Grade: Human
  STR: 
  3
  Armor: 
  N/A
  INT: 
  10
  Structure: 
  3
  SPD: 
  4
  Energy: 
  N/A
  END: 
  6
  Mass index: 2
  RNK: 
  2
  Initiative: 
  7+
  COR: 
  6
  Spark: 
  10
  FRP: 
  2
  SKL: 
  7
  Protocols-
  Awareness
  6
  Athletics
  4
  Deduction
  Brawling
  2
  Diplomacy
  4
  Defense
  4
  Engineering
  6
  Demolitions
  2
   History
  4
  Fire Combat
   Interface
  6
  Gunnery
  2
  Interrogation
  Melee Combat
  Intimidation
  Perform
   Linguistics
  3
  Pilot 
  Repair
  4
  Stealth
  4
  Sciences 
  4
  Tactical Combat
  Subterfuge 
  2
  Tracking
   
  Weapons
  Gear
  Cellphone
  Backpack
  Laptop computer
  
  William Fowler
  Allegiance: Autobot
  Function: Command
  Grade: Human
  STR: 
  7
  Armor: 
  N/A
  INT: 
  7
  Structure: 
  9
  SPD: 
  5
  Energy: 
  N/A
  END: 
  8
  Mass index: 2
  RNK: 
  8
  Initiative: 
  6+
  COR: 
  8
  Spark: 
  10
  FRP: 
  6
  SKL: 
  7
  Protocols-
  Awareness
  2
  Athletics
  4
  Deduction
  2
  Brawling
  4
  Diplomacy
  2
  Defense
  4
  Engineering
  Demolitions
  2
   History
  2
  Fire Combat
  4
   Interface
  2
  Gunnery
  2
  Interrogation 2
  Melee Combat
  4
  Intimidation
  2
  Perform
   Linguistics
  Pilot 
  4
  Repair
  2
  Stealth
  2
  Sciences 
  Tactical Combat
  4
  Subterfuge 
  2
  Tracking
  2
   
  Weapons
  Gear
  Hand gun D1
  Cellphone
  Assault rifle D1
  Military vehicles
  Military armor: armor 2
  
  June Darby
  Allegiance: Autobot
  Function: Mechanic (nurse)
  Grade: human
  STR: 
  5
  Armor: 
  N/A
  INT: 
  7
  Structure: 
  4
  SPD: 
  6
  Energy: 
  N/A
  END: 
  7
  Mass index: 2
  RNK: 
  3
  Initiative: 
  6+
  COR: 
  6
  Spark: 
  10
  FRP: 
  2
  SKL: 
  9
  Protocols-
  Awareness
  2
  Athletics
  4
  Deduction
  4
  Brawling
  2
  Diplomacy
  4
  Defense
  6
  Engineering
  Demolitions
   History
  4
  Fire Combat
   Interface
  2
  Gunnery
  Interrogation 4
  Melee Combat
  2
  Intimidation
  4
  Perform
   Linguistics
  2
  Pilot 
  4
  Repair
  6
  Stealth
  2
  Sciences 
  2
  Tactical Combat
  Subterfuge 
  2
  Tracking
   
  Weapons
  Gear
  Cellphone
  Car
  
  Silas (Leland Bishop)
  Allegiance: Unaligned
  Function: Warrior
  Grade: Human
  STR: 
  8
  Armor: 
  N/A
  INT: 
  8
  Structure: 
  9
  SPD: 
  8
  Energy: 
  N/A
  END: 
  10
  Mass index: 2
  RNK: 
  9
  Initiative: 
  8+
  COR: 
  8
  Spark: 
  10
  FRP: 
  7
  SKL: 
  8
  Protocols-
  Awareness
  4
  Athletics
  4
  Deduction
  2
  Brawling
  4
  Diplomacy
  Defense
  4
  Engineering
  4
  Demolitions
  2
   History
  Fire Combat
  5
   Interface
  Gunnery
  2
  Interrogation 2
  Melee Combat
  5
  Intimidation
  2
  Perform
   Linguistics
  Pilot 
  4
  Repair
  2
  Stealth
  2
  Sciences 
  2
  Tactical Combat
  2
  Subterfuge 
  2
  Tracking
  2
   
  Weapons
  Gear
  Assault Weapons D1
  Tactical gear: Armor 2
  Heavy Weapons D2
  Assault vehicles
  Communication gear
  (Silas Breakdown: Use Silas's INT, RNK, COR &
   SKL and Protocols & Breakdown's other Stats and 
  Nano-morphics)
  
  MECH Soldier
  Allegiance: Unaligned
  Function: Warrior
  Grade: Human
  STR: 
  8
  Armor: 
  N/A
  INT: 
  5
  Structure: 
  5
  SPD: 
  6
  Energy: 
  N/A
  END: 
  8
  Mass index: 2
  RNK: 
  5
  Initiative: 
  5+
  COR: 
  6
  Spark: 
  10
  FRP: 
  7
  SKL: 
  7
  Protocols-
  Awareness
  4
  Athletics
  4
  Deduction
  2
  Brawling
  4
  Diplomacy
  2
  Defense
  5
  Engineering
  2
  Demolitions
  2
   History
  Fire Combat
  4
   Interface
  2
  Gunnery
  2
  Interrogation 4
  Melee Combat
  4
  Intimidation
  2
  Perform
   Linguistics
  Pilot 
  5
  Repair
  2
  Stealth
  2
  Sciences 
  Tactical Combat
  2
  Subterfuge 
  2
  Tracking
  2
   
  Weapons
  Gear
  Assault Weapons D1
  Tactical gear: Armor 2
  Heavy Weapons D2
  Assault vehicles
  Communication gear
  
  Scraplets
  Allegiance: Unaligned
  Function: Espionage
  Grade: Primal
  STR: 
  3
  Armor: 
  3
  INT: 
  2
  Structure: 
  4
  SPD: 
  5
  Energy: 
  40
  END: 
  4
  Mass index: 1
  RNK: 
  1
  Initiative: 
  5+
  COR: 
  8
  Spark: 
  10
  FRP: 
  2
  SKL: 
  5
  Protocols-
  Awareness
  2
  Athletics
  6
  Deduction
  Brawling
  Diplomacy
  Defense
  6
  Engineering
  Demolitions
   History
  Fire Combat
   Interface
  2
  Gunnery
  Interrogation
  Melee Combat
  6
  Intimidation
  2
  Perform
   Linguistics
  2
  Pilot 
  Repair
  Stealth
  6
  Sciences 
  Tactical Combat
  Subterfuge 
  2
  Tracking
  3
  Current Alt form: 
  Weapon Pods
  Option Pods
  (x2)Melee D5(½  afterward)
  +3TN to detect
  
  Name:
  Allegiance:
  Function:
  Grade:
  Primary stats-
   
             
   
              
   
              
   
              
   
              
   
   Secondary stats-
  STR:
  Armor:
  INT:
  Structure:
  SPD:
  Energy:
  END: 
  Mass index:
  RNK:
  Initiative:
  COR:
  Spark:
  FRP:
  SKL:
  Intelligence Protocols-
   
            
   
              
   
              
   
   Skill Protocols-                                               
  Awareness
  Athletics
  Deduction
  Brawling
  Diplomacy
  Defense
  Engineering
  Demolitions
   
  History
  Fire Combat
   
  Interface
  Gunnery
  Interrogation
  Melee Combat
  Intimidation
  Perform
   
  Linguistics
  Pilot 
  Repair
  Stealth
  Sciences 
  Tactical Combat
  Subterfuge 
  Tracking
  
         
   
          
   
          
   
          
   
   Nano-morphics-
   
          
   
          
   
          
   
          
   
    
  (a communications system with a 1500 kilometer range, an automated self repair system that can restore 1 structure point per day at a cost of 1 energy 
  point, a basic sensor suite that includes optic, audio, tactile and olfactory sensors as well as a passive infrared and a x10 telescopic option)
  Current Alt form:
  Weapon Pods
   
       
           
   
          
   
          
   
   Option Pods
   
          
   
          
   
    
  Permission is granted to photocopy this page for purposes of game play
  
SOURCE: textdata/thevault/Collections/Anime & Cartoon RPGs/1) Related to Specific Anime or Cartoon/Transformers/Transformers Prime RPG (Helmling).pdf