TEXT: 084303
  800111
  5
   
  Version 2.0
  Featuring NI
  Scale System
  Ruleset 2015
  The Transformers RPG is an extremely compact
  RPG using Nightcandle Imaginations' Scale
  System 2012 ruleset, based on the core
  concepts of the G1 (including Beast Wars and
  Beast Machines) Transformers franchise. It is not
  in any way intended as a challenge of
  copyright to Hasbro, Takara, or anyone else
  who has a vested interest in the success and
  profitability of the Transformers franchise. It is a
  not-for-profit fanwork only.
  Transformers: the RPG is a game about the
  struggles of the heroic Autobots to stave off the
  ruthless Decepticons. Players take on the roles
  of classic Generation 1 Autobots or create their
  own heroic transforming robots from Cybertron.
  Jeremiah L. Schwennen
  The Role-Playing Game
  
  Transformers: 
  The Role-Playing Game 
   
  A N 
  C d p R 
  A Scale System RPG 
  By Jeremiah L. Schwennen 
   
  Nightcandle Imaginations
  Games from Outside the Box 
   
  
  2 
  Table of Contents 
  Introduction  
   
  3 
  Action Mechanics  
  42 
  Game Concepts 
   
  5 
  Unusual Dangers  
  54 
  History 
   
   
  7 
  Worlds 
   
   
  58 
  Creating Characters 
  11 
  Resources  
   
  63 
  Classes 
   
   
  19 
  Blank Character  
  64 
  Sub-Classes 
   
  25 
  Appendix 
   
   
  65 
  Sample Characters 
  35 
  Version History  
  66 
  Legal 
  The Transformers RPG is an extremely compact RPG system based around the core 
  concepts of the G1 Transformers franchise. It is not in any way intended as a challenge 
  of copyright to Hasbro, Takara, or anyone else who has a vested interest in the success 
  and profitability of the Transformers franchise. It exists because I had a thought about it 
  and couldn’t stop thinking about it. It isn’t terribly original or special. 
  That being said, it is the creation of Jeremiah L. Schwennen and Nightcandle 
  Imaginations, © 2015 
  Reproduce and distribute as you wish, provided this disclaimer is included in all copies. 
  Credit where credit is due, after all. 
  
  3 
  Introduction 
  The Transformers RPG (TFRPG) is a traditional table-top role-playing 
  interpretation of the classic 1980s Transformers Generation 1 mythos. It allows 
  players to take the role of Autobots (or Decepticons), waging interstellar war over 
  Energon, the precious lifeblood of all transformers, and for domination of their 
  home planet, Cybertron. It can also accommodate stories set later in the timeline 
  of the Generation 1 Transformers, stories focusing upon the heroic Maximals and 
  villainous Predacons as they continue to wage the war for Cybertron in both the 
  past and the future. 
  What makes these wondrous robots, regardless of their affiliation, unique—
  what has captured the imagination of the world for over thirty years—is their ability 
  to transform. By assuming alternate modes, often based on vehicles or 
  equipment from their current location, these giant robotic life-forms become 
  more than meets the eye—robots in disguise. Gifted with the skills and abilities of 
  both forms, transformers are the perfect warriors, spies, diplomats, and more. 
  They are just as varied and passionate as any human, and they are perfect heroes 
  (and villains) for all manner of science fiction adventure. 
  The game uses a collection of polyhedral dice of various sizes, abbreviating 
  the die to roll with a “D” followed by the number of faces on the die. Thus, a six-
  sided die is referred to as a “D6.” 
   Aside from these dice, all that is required to play is some paper, a few 
  pencils, and an imagination that is willing and able to explore the worlds of Earth, 
  Cybertron, Chaar, and the various other planets of the Transformers universe.  
  
  4 
  Like other traditional role-playing games, TFRPG requires that one player 
  step up to the responsibility of running the game—a position we refer to as the 
  Narrator. While the players need know only the basics of the game, it is the 
  responsibility of the Narrator to know it all, for he will craft adventures, populate 
  them with dangers, difficulties, and Decepticons, and be responsible for 
  shepherding the enjoyment of the entire group. It is a heavy responsibility, but a 
  worthy one. 
   
  
  5 
  Game Concepts 
  TFRPG uses very simplified rules, boiling almost all tasks down to the roll of 
  a single die and the addition of a handful of numbers. By understanding the source 
  of the die, and the relative value of the numbers, it is very easy to get a handle on 
  the nature of the game. 
  Every player (and most of the opposition) in a game of TFRPG portrays a 
  Transformer—a living robot with the ability to assume one or more alternate 
  modes. These modes confer additional abilities to the Transformer, granting him 
  new options in battle and on adventures that he would not otherwise have. 
  Transformers determine if they succeed or fail at actions by rolling a single 
  die and adding the result to one of their Specifications. Specifications are 
  measurements indicating the attributes of a Transformer in their various modes. 
  The die that is added can be one of various types—the Class and Sub-Class of 
  a Transformer determine which kind of die is rolled when the Transformer 
  performs actions. This die is called the Power Die. 
  If the total of the Specification value and the result of the Power Die equals 
  or exceeds the difficulty of an action, the action succeeds. If it does not, the action 
  fails. 
  Additionally, various modifiers from situations, circumstances, and a 
  Transformer’s skills (called Skill Drivers) can impact the result of an action. 
  Thus, in difficult situations actions get more difficult, while possessing specialized 
  skill in an area makes it easier for a Transformer to succeed. 
  When engaged in the furious and hectic battles that so often punctuate the 
  lives of the Autobots and Decepticons, time is measured in turns, and in each 
  
  6 
  turn a Transformer can complete a number of actions based on the complexity 
  of those actions—each Transformer will get a certain number of clicks (think of 
  them as steps) to spend on actions in the round, and each type of action costs a 
  certain number of these clicks. Quick-thinking Transformers can accomplish 
  much in a round, while slower ones can only perform an action or two. 
  Transformers possess a soul—an energy matrix deep within their bodies 
  referred to as a Spark. The Spark gives them special abilities, such as the ability 
  to vastly alter their size or to carry large amounts of matter within their cargo 
  holds. They also grant unique powers to some Transformers, but the most 
  important thing a Spark does is translate Energon—the fuel of Transformers—
  into life. Transformers are difficult to kill, but easy to demolish. As long as the 
  Spark survives, repair is possible, and thus Transformers live a long time and 
  almost always return to fight another day. 
   
  
  7 
  History 
  Generation One 
  Millions of years ago, when dinosaurs still roamed the Earth, a war raged on 
  the distant planet of Cybertron. In this civil war, the valiant, good-loving Autobots 
  waged desperate battle against the villainous Decepticons under the leadership 
  of Megatron. 
  When an Autobot expedition left Cybertron searching for new horizons, 
  under the command of the valiant leader Optimus Prime, the Decepticons 
  ambushed the ship, called the Ark, causing it to crash into the side of a mountain 
  on prehistoric Earth. For millions of years, the Autobots and Decepticons alike 
  slumbered in stasis lock, until eventually, in the middle of the 1980s, volcanic 
  activity triggered the Ark’s repair routines and it brought all of the Transformers 
  aboard—both Autobot and Decepticon—back online. 
  The war that had begun on Cybertron sparked anew on Earth, where each 
  of the giant robots adopted an alternate mode based on local technology so as to 
  go undiscovered by the humans of Earth. They warred over Energon, the lifeblood 
  of all Transformers, but also over the technology and resources needed to 
  construct a Spacebridge—a means of returning to Cybertron, calling 
  reinforcements, and discovering what had become of their homeworld during 
  their millennia of sleep. 
  For 20 years the Autobots battled to reclaim their homeworld, which fell 
  under Decepticon control during the dormancy of the crew of the Ark. Then, in 
  the darkest hour of the Transformers—in the year 2005—everything changed. 
  New leadership emerged when old leaders fell, and the Autobots finally recovered 
  
  8 
  Cybertron, driving the Decepticons, under the command of the mysterious 
  Galvatron, to a secondary base on the planet Chaar. Lead by Rodimus Prime from 
  the newly-restored Cybertron, the Autobots had won a critical victory—but not the 
  war.  
  The war will not end for a thousand years or more. 
  TFRP is, by default, set in the 50 year window of time from 1985 to 2035. 
  What happens beyond this time remains a story yet unwritten…  
  Or perhaps a game yet unplayed? 
  Optional: The Beast Era 
  A less popular, but no less captivating, era in the history of the 
  Transformers makes for another ideal play environment. Many years after the 
  2035 cutoff point for the default setting, the war on Cybertron had largely evolved.  
  Massive Transformers were too draining of Energon reserves, and over 
  time, smaller, more compact builds ruled the day. The Autobots evolved into the 
  Maximals, and they spent nearly as much effort exploring other worlds as they did 
  fighting to preserve their own. The Decepticons evolved as well, becoming the 
  Predacons and working to thwart the Maximals at every opportunity. The 
  Autobots of old perished in time, as did the Decepticons, though some holdouts 
  remained, reformatting themselves to fit into the new order. 
  The story of the Beast Era revolves around the theft of a golden disc from 
  the archives of Cybertron—a theft carried out by a renegade among the 
  Predacons, Megatron—named after the mighty villain of old. Megatron and his 
  team of followers fled aboard their stolen ship, the Darksyde, and were pursued 
  by Optimus Primal and his team of Maximals aboard the exploratory ship Axalon. 
  
  9 
  After a pitched space battle, both ships crashed out of transwarp. They 
  found themselves on a planet known for quite some time only as “The Beast Wars 
  Planet,” where the natural reserves of Energon were so intense that the power 
  caused Maximals and Predacons alike to short out and fall into stasis lock. To 
  combat this, they adopted alternate modes based on the very-Earth-like animal 
  life on the planet. While these organic animal disguises certainly lacked the 
  firepower and armor traditionally associated with a Transformer’s alternate 
  mode, they had the critical advantage of being able to protect the Transformer 
  from the dangers of Energon over-exposure.  
  The Beast Wars raged for three years, during which time it was discovered 
  that the Transwarp explosion that marooned them on the planet had thrown them 
  back in time—and that the Beast Wars Planet was, in fact, ancient Earth! 
  Interference by the alien Vok brought great change to the Transformers of 
  the Beast Wars, unleashing new hybridized machine/beast Transmetal forms 
  upon them, but ultimately, after several fateful and paradoxical brushes with the 
  sleeping forms of the original Generation 1 Autobots and Decepticons, the 
  Maximals bested the Predacons and were able to make their way back to 
  Cybertron through the Transwarp Event… 
  Except that their journey through the Transwarp Event hurled them too far 
  into the future! Predacon Megatron arrived back on Cybertron well before the 
  Maximals, and in so doing he took control of the planet. A new war had begun, 
  one not between Beasts, but one between the Maximals and their increasingly 
  organic Beast modes and Megatron and his new army of powerful, machine-like 
  Vehicons. 
  The Beast Machines battles were ones of ideology as much as firepower, 
  and their role in the history of the Transformers is a contentious one at best. But 
  
  10 
  both the Beast Wars and Beast Machines eras present fantastic opportunities 
  for play as alternate settings using the TFRPG rules-set.  
   
   
   
  
  11 
  Creating Characters 
  When it comes time to play a game of TFRPG, players have two options—
  they can play an existing character from the Transformers universe or they can 
  build a character of their own. While some greatly enjoy one style of play over the 
  other, the truth is that the two are easily interchangeable in this rules-set. 
  Before a character can be given numbers and game mechanics (what we 
  call the Bio), the player should first consider what alternate modes (if any) he 
  wishes his Transformer to possess. Thoughts about alternate modes will inform 
  many of the decisions made in the character creation process. The player should 
  also determine what side of the great war their Transformer is a part of. The 
  most common affiliations are heroic Autobot a or villainous Decepticon n, 
  but if playing in the Beast Era, a character might choose a heroic Maximal from 
  the Beast Wars c or from the return to Cybertron d or a villainous Predacon 
  from the Beast Wars p or militaristic Vehicon from the return to Cybertron r. 
  Characters are built (whether they are canonical characters or new 
  creations) using a simple Prioritization system. Each character must assign a 
  Priority of A (highest), B, C, D, or E (lowest) to the following five categories: 
  CLASS. The Class of a Transformer describes the robot’s abilities to take 
  on alternate modes. The Classes chapter of this book details the various 
  Classes and the possible Priorities that can be assigned to the Class category to 
  qualify for that specific Class. Most Transformers fall under the Default Class, 
  which can be obtained with Priority D or higher. 
  SUB-CLASS. The Sub-Class of a Transformer describes specialized 
  modifications to the robot that grant it additional abilities not usually possessed 
  by Transformers. The Sub-Classes chapter of this book details the various 
  Sub-Classes and the possible Priorities that can be assigned to the Sub-Class 
  
  12 
  category to qualify for that specific Sub-Class. Most Transformers fall under the 
  Standard Sub-Class, which can be obtained with Priority C or higher. 
  SPECIFICATIONS. The Specifications of a Transformer describe their 
  physical and mental capabilities, measuring things like strength, speed, weaponry, 
  and armor. Transformers have 4 Specifications that govern their mental and 
  social abilities, and an additional 4 Specifications linked to each of their modes. 
  The higher the Priority assigned to the Specifications Category, the more points 
  a Transformer will have to spend on these ratings. Specifications are described 
  in greater detail within this chapter. 
  SKILL DRIVERS. The Skill Drivers of a Transformer describe their areas 
  of specialty and skill. Transformers with more specialized jobs or roles often have 
  significantly more or better Skill Drivers than those who are more generalist 
  characters. The higher the Priority assigned to the Skill Drivers category, the 
  more points a Transformer will have to spend on these ratings. Skill Drivers are 
  described in greater detail within this chapter. 
  SPARK TRAITS. The Spark Traits of a Transformer describe their unique 
  or unusual abilities to manipulate their physical structure. The various types of 
  Spark Traits are described in this chapter, but the higher Priority assigned to the 
  Spark Trait category, the more powerful or more varied these Spark Traits will 
  be. 
  Priority 
  Specifications 
  Skill 
  Drivers 
  Spark Traits 
  A 
  48 
  8 
  3 
  B 
  40 
  5 
  2 
  C 
  32 
  3 
  1 
  D 
  24 
  2 
  1 
  E 
  16 
  1 
  0 
   
   
  
  13 
  Specifications 
  Each mode of a Transformer’s body has 4 common Core Specification and 
  4 Physical Specifications that vary based on the 
  nature of the mode. All specifications have a 
  maximum rating based on their Power Die (see 
  chart at right). The Power Die of a Transformer is 
  determined by the Transformer’s Class and Sub-
  Class selections. 
  When assigning points to Specifications, points are spent on Core 
  Specifications first. All of a Transformer’s modes share a common set of Core 
  Specifications. Any points remaining after purchasing Core Specifications are 
  spent on each mode’s specifications. Thus, a Transformer might spend 12 of his 
  32 points on Core Specs, then have 20 remaining to spend on robot mode and 
  the same total, 20, to spend on vehicle mode.  
  Core Specifications 
  PROCESSORS. The rating that determines the cognitive, intellectual, and 
  problem-solving abilities of a Transformer. Processors are used for a wide variety 
  of tasks, from remembering key details about an encounter to building weapons. 
  In combat, Processors determines the order in which characters take action. 
  RESPONSE. The rating that determines the speed of a Transformer’s 
  mental and physical reactions. Response controls how many actions a 
  Transformer can take in combat, but also helps a Transformer avoid being 
  shocked or surprised. 
  SENSORS. The rating that measures the perception of a Transformer. 
  Sensors are used to notice and detect things visually, aurally, or using whatever 
  spectrum of detection the Narrator deems appropriate. 
  Power 
  Die 
  Maximum 
  Spec Value 
  D4 
  6 
  D6 
  8 
  D8 
  10 
  D10 
  12 
  D12 
  14 
  D20 
  16 
  
  14 
  TARGETING. The rating that measures the aim and precision of a 
  Transformer when making distance attacks. Targeting is used only in conjunction 
  with a Transformer’s Firepower specification—if an attack will deal damage using 
  Strength or Speed, it does NOT use Targeting. 
  Robot/Mech-Animal Mode Specifications 
  AGILITY. The rating that determines the speed and fluidity of a 
  Transformer’s movement. Agility is used for tasks that involve movement or 
  general dexterity. 
  ARMOR. The measure of a Transformer’s ability to resist damage. 
  FIREPOWER. The measure of a Transformer’s ability to deal damage at 
  range. 
  STRENGTH. The rating that determines the punching strength and lifting 
  capability of a Transformer. Strength is used for physical tasks which require raw 
  force. 
  Organic Mode Specifications 
  AGILITY. The rating that determines the speed and fluidity of a 
  Transformer’s movement. Agility is used for tasks that involve movement or 
  general dexterity. 
  TOUGHNESS. The measure of a Transformer’s ability to resist damage. 
  PROJECTILE. The measure of a Transformer’s ability to deal damage at 
  range. 
  STRENGTH. The rating that determines the punching strength and lifting 
  capability of a Transformer. Strength is used for physical tasks which require raw 
  force. 
  NOTE: Even though some Transformers have “Organic” modes, they still 
  take damage like a Transformer (see Action Mechanics). 
  
  15 
  Vehicle Mode Specifications 
  MANEUVERABILITY. The rating that determines the handling capabilities 
  of a Transformer’s vehicle mode. Maneuverability is used to dodge and to perform 
  difficult maneuvers while in vehicle mode. 
  ARMOR. The measure of a Transformer’s ability to resist damage. 
  FIREPOWER. The measure of a Transformer’s ability to deal damage at 
  range. 
  SPEED. The rating that determines the amount of distance a Transformer 
  can travel while in vehicle mode. Speed is used to determine damage when 
  ramming, but is also used to get away or get closer to a target in a hurry. 
  Stationary Mode Specifications 
  ADAPTABILITY. This rating is used to measure how well a Transformer’s 
  stationary-mode can perform tasks outside of its designed purpose. 
  ARMOR. The measure of a Transformer’s ability to resist damage. 
  FIREPOWER. The measure of a Transformer’s ability to deal damage at 
  range. 
  UTILITY. This rating is used to measure how well a Transformer’s 
  stationary-mode can perform tasks for which it was designed. 
  Specification Interaction 
  There are numerous instances throughout a game of TFRPG where an 
  action might require a physical Specification that a character does not have 
  because they are in a specific mode that doesn’t have that Spec. The chart below 
  illustrates how the 4 Specs in each mode interact with one another. As you can 
  see, the first Spec is always the “Dodge” or “Avoidance” Specification. The second 
  
  16 
  is always the “Soak” or “Resist” Specification. The third is always the “Ranged” or 
  “Distance Combat” Specification. The fourth is always the “Close” or “Melee 
  Combat” Specification. 
  Mode 
  Dodge Spec 
  Soak 
  Spec 
  Ranged 
  Spec 
  Close 
  Spec 
  Robot 
  Agility 
  Armor 
  Firepower 
  Strength 
  Mech- Animal 
  Agility 
  Armor 
  Firepower 
  Strength 
  Organic 
  Agility 
  Toughness 
  Projectile 
  Strength 
  Vehicle 
  Maneuverability 
  Armor 
  Firepower 
  Speed 
  Stationary 
  Adaptability 
  Structure 
  Firepower Stationary 
  Skill Drivers 
  Some Transformers are simply better at some things than others. To 
  represent areas of expertise, training, or talent, TFRPG uses Skill Drivers, rated 
  from 1-3, which add to the result of the Power Die roll when the Transformer is 
  performing actions related to the driver. 
  The following list of Skill Drivers is not exhaustive—new ones could easily be 
  designed and approved by the Narrator. 
  COMMUNICATION. Used when attempting to establish communication 
  with another party by signal or transmission. Also used to intercept those 
  communications. 
  COMPUTER. Used when operating computer equipment. Also used to 
  repair or modify computer equipment. 
  DEMOLITION. Used when destroying objects with explosives or physical 
  force. Generally not applicable in direct combat situations. 
  ENGINEERING. Used when designing and building objects and structures. 
  ESPIONAGE. Used when spying or sneaking. 
  
  17 
  HISTORY. Used to recall previously studied or experienced events. 
  LEADERSHIP. Used to rally others to a cause or a plan of action. 
  MARTIAL ART. Used to improve chances of doing damage in close 
  combat (represents unarmed combat). 
  NAVIGATION. Used to find the way to a destination. 
  RACING. Used to improve speed or handling when moving at accelerated 
  speeds. 
  REPAIR. Used to assist in repairing damage to objects, structures, or 
  Transformers. 
  SCIENCE. Used to recall or deduce information related to basic laws of 
  physics and other scientific phenomena. 
  TACTICS. Used to devise or discover a plan of action in combat. 
  TRAINING. Used to help others learn from your expertise and ability.  
  WEAPON. Used to improve chances of doing damage in close combat 
  (represents a hand-held weapon). 
  Spark Traits 
  Spark Traits are abilities of a Transformer that step beyond ordinary science 
  and into the fantastical realm of super-science. Not every Transformer has all of 
  these abilities—in fact few do. Many will have only one or two of these abilities, with 
  the most common one, Gravity-Shunting, being assigned for free to all 
  Decepticons. 
  GRAVITY-SHUNTING. The ability to fly in robot mode. 
  MASS-SHIFTING. The ability to assume an alternate mode that is larger 
  or smaller than a standard automobile or jet. 
  
  18 
  SPACE-FOLDING. The ability to store or carry another Transformer (of 
  smaller Power Die type) inside one of this Transformer’s modes. 
  UNIQUE ABILITY. A power or ability unique to this Transformer. Unique 
  abilities must be approved by the Narrator. See Sample Characters for some 
  sample Unique Abilities. Unique Abilities operate as though they were 
  specification rating 8, should a die roll be required, and may or may not benefit 
  from Skill Drivers, depending on circumstances. 
  Finishing Touches 
  Once a Transformer has all of the above characteristics, all that remains is 
  to name the Transformer and calculate its Energon Statistics. 
  ENERGON CAPACITY. A Transformer can hold a maximum number of 
  Energon Points equal to 5 times its Power Die type. Thus, a Default Transformer 
  has an Energon Capacity of 40. 
  DORMANCY THRESHOLD. A Transformer falls into Stasis Lock 
  (unconsciousness) when its number of current Energon Points falls below its 
  Dormancy Threshold, which is equal to 2 times its Power Die type. Note that 
  Macromasters have a special Dormancy Threshold of 30 while Micromasters 
  have a special Dormancy Threshold of 5. Transformers can voluntarily spend 
  Energon that would take them below their Dormancy Threshold—they do not 
  succumb to Stasis Lock until after the action is resolved. 
  A Note on Social Dynamics: There are no specifications or other mechanics 
  in TFRPG for dealing with social dynamics—there exists no Transformer version of the old 
  RPG-standby Charisma.  
  If your game is to feature more social politics (perhaps alongside copious amounts 
  of transforming and explosions?) the best rule of thumb is to use Processors plus the 
  Leadership Skill Driver vs. Target’s Processors to tackle social actions. Failing this, you 
  could fall back on the old Transformers toy-specs and invent a fifth Core Specification, 
  Rank, which could serve as the social muscle of the game. 
  
  19 
  Classes 
  Transformers all belong to a Class. When building a Transformer, the first 
  step is often to select what Class your Transformer will be. 
  Anachronist 
  An Anachronist is a Transformer 
  who, for some reason, does not 
  possess any Alternate Modes. Strictly 
  a living robot of impressive size, 
  Anachronists are uncommon but do 
  still exist on Cybertron and on distant 
  worlds. 
  City Master 
  A City Master is a massive 
  Transformer with the ability to assume 
  a total of three modes. They possess 1 
  robot mode, 1 stationary mode (city), 
  and either 1 vehicle mode or 1 
  mechanical animal mode.   
   
  Anachronist 
  Priority 
  A, B, C, D, E 
  Power Die 
  D8 
  Modes 
  Robot 
  Advantage 
  +3 Skill Drivers 
  Disadvantage 
  No Transformation Cog 
  Function 
  Exemplar 
  Alpha Trion 
  City Master 
  Priority 
  A 
  Power Die 
  D20 
  Modes 
  Robot, Stationary, 
  (Vehicle or Mech-Animal) 
  Advantage 
  Siege Damage Class 
  Disadvantage 
  No Mass Shifting 
  Exemplar 
  Metroplex 
  
  20 
  Combiner  
  A Combiner is a Transformer 
  who possesses a robot mode, a vehicle 
  mode, and a third, specialized mode, 
  which allows it to combine with 4-5 
  other Transformers of the same 
  Combiner team to create one massive 
  robot (a Gestalt, see below). Highly 
  powerful when combined, Combiners 
  are otherwise no different from Default Transformers on their own. 
  Gestalt Form: When a Combiner team merges, players of the Combiner 
  characters democratically control the Gestalt. The Gestalt uses the average of all 
  component robot Core Specifications and adds the highest individual robot value and 
  lowest individual robot value of each physical Specification to determine its physical 
  specifications (maximum value of 14). Gestalts use a D12 Power Die, have access to 
  all component robot Skill Drivers, and operate at the Massive Damage Class. Gestalts 
  cannot assign damage to the Transformation Cog or Energon Spark function. When the 
  Gestalt is formed, it has a full reserve of Energon points and all of its Functions are 
  undamaged. Damage taken by the Gestalt and Energon spent by the Gestalt should be 
  recorded—even if the Gestalt Separates and then later in the same session Merges again, 
  the reduced Energon and damaged Functions remain. Note that a Combiner’s personality 
  is absorbed when it merges, meaning that while combined (and therefore accessing its 
  greatest powers) it cannot pursue its own private agendas. 
   
  Combiner 
  Priority 
  A, B 
  Power Die 
  D8 
  Modes 
  Robot, (Vehicle or Mech-
  Animal) 
  Advantage 
  Can use Merge Action to 
  form Gestalt 
  Disadvantage 
  No free will while 
  Merged 
  Exemplar 
  Constructicons 
  
  21 
  Default 
  A Default is a Transformer who 
  possesses a robot mode and one 
  alternate mode, usually a vehicle but 
  sometimes a mechanical animal or 
  stationary mode. The most common 
  kind of Transformer. 
  Deployer 
  A Deployer is a Transformer who 
  possesses two modes: 1 ambulatory 
  (robot, vehicle, or mechanical animal) 
  and 1 stationary. Deployers are often 
  bonded to a Deployer Master (see Sub-
  Classes) and are stored, in their 
  stationary mode, within the Deployer 
  Master’s Space-Folding Spark Trait. 
  Deployers are not player characters, and are not built the same way as player characters, 
  instead using the information in the Deployer summary table to determine their 
  Specifications, Skill Drivers, and Spark Traits. The Deployer class is additionally used to 
  build 
  robot 
  or 
  human 
  partners for many other Sub-
  Classes 
  of 
  Transformers, 
  including Headmasters and 
  Targetmasters. 
  Deployers 
  cannot have a Sub-Class.  
   
   
  Default 
  Priority 
  A, B, C, D 
  Power Die 
  D8 
  Modes 
  Robot, (Vehicle or Mech-
  Animal or Stationary) 
  Advantage 
  None 
  Disadvantage 
  None 
  Exemplar 
  Bumblebee 
  Deployer 
  Priority 
  N/A 
  Power Die 
  D4 
  Modes 
  Stationary, (Robot or 
  Vehicle or Mech-Animal) 
  Stationary) 
  Advantage 
  Free Mass-Shifting and 
  Stationary Gravity Shunt 
  Disadvantage 
  Only 16 Spec Points and 
  3 Skill Drivers 
  Exemplar 
  Ravage 
  
  22 
  Duocon 
  A Duocon is a Transformer who 
  possesses a robot mode and the 
  unusual ability to become two separate 
  vehicle modes at the same time. The 
  robot separates into two vehicles, one 
  airborne and one land-locked, which it 
  controls simultaneously. The Vehicle 
  modes have different Specifications. 
  When dividing, the Transformer splits its Energon points between the two modes however 
  the player wishes, and damaged Functions from vehicle modes do transfer back to the 
  robot mode. 
  Microcombiner 
  A 
  Microcombiner 
  is 
  a 
  Transformer of the Micromaster Sub-
  Class who possesses a robot mode 
  and the unusual ability to become half 
  of a vehicle, requiring a Merge with 
  another Microcombiner in order to 
  create a whole vehicle. While in vehicle 
  form, the two Microcombiners share 
  command of the vehicle mode with 
  both personalities active. When creating the character, determine if your Microcombiner 
  is a Front or a Rear. Front Microcombiners only assign vehicle mode Specification points 
  to Maneuverability and Firepower, while Rear Microcombiners only assign points to 
  Armor and Speed. Any two Microcombiners can combine to form a vehicle mode (as 
  strange as that seems) as long as 1 is a Front and 1 is a Rear. When Merged, 
  Microcombiners add their Energon values together (ignoring Energon Capacity). When 
  Duocon 
  Priority 
  A, B, C, D 
  Power Die 
  D8 Robot, D6 Vehicle 
  Modes 
  Robot, (2 Vehicles or 2 
  Mech-Animals) 
  Stationary) 
  Advantage 
  Can use Separate Action 
  to break into both vehicle 
  modes at the same time. 
  Disadvantage 
  Must use Merge Action 
  to return to robot mode. 
  Exemplar 
  Battletrap 
  Microcombiner 
  Priority 
  A, B, C, D, E 
  Power Die 
  D6 Robot, D8 Vehicle 
  Modes 
  Robot, (Front Vehicle or 
  Rear Vehicle) 
  Advantage 
  Can more tightly focus 
  Specification points in 
  vehicle mode 
  Disadvantage 
  Must use Merge Action 
  to transform to vehicle 
  mode 
  Exemplar 
  Astro Squad 
  
  23 
  Separating, the Transformer splits its Energon points between the two robots however 
  the players wish, and damaged Functions from vehicle mode do transfer back to both 
  robot modes. 
  Mutant 
  A Mutant is a Transformer from 
  the Beast Era who possesses two 
  organic modes but no robot mode. 
  Mutants are often insane, but they 
  occasionally manifest small legacies of 
  their former robotic nature, such as a 
  robotic face hidden somewhere on 
  their body or a limited amount of 
  cybertronian weaponry. 
  Organic Explorer 
  An 
  Organic 
  Explorer 
  is 
  a 
  Transformer from the Beast Era who 
  possesses a robot mode and an 
  alternate mode that simulates an 
  organic form (such as an animal or, 
  less 
  commonly, a plant). 
   
   
  Organic Explorer 
  Priority 
  A, B, C, D, E 
  Power Die 
  D8 
  Modes 
  Organic, Organic 
  Advantage 
  Organic mode protects 
  from Energon Surge 
  effects 
  Disadvantage 
  No Mass Shifting. 
  Organic modes have a 
  maximum Projectile 
  Spec of 8 
  Exemplar 
  Icebird 
  Organic Explorer 
  Priority 
  A, B, C, D 
  Power Die 
  D8 
  Modes 
  Robot, Organic 
  Advantage 
  Organic mode protects 
  from Energon Surge 
  effects 
  Disadvantage 
  No Mass Shifting. 
  Organic mode has a 
  maximum Projectile 
  Spec of 4 
  Exemplar 
  Rat Trap 
  
  24 
  Transmetal 
  A Transmetal is a Transformer 
  from the Beast Era who was modified 
  by the Quantum Surge unleashed by 
  the Vok. Transmetals started out as 
  Organic Explorers but, upon being 
  affected by the Quantum Surge, 
  experienced a change in their organic 
  mode, causing it to become a mech-
  animal mode able to assume a mode 
  very similar to a vehicle. 
  Triplechanger 
  A Triplechanger is a Transformer 
  who possesses a robot mode and two 
  alternate modes, usually two different 
  vehicles but sometimes a vehicle and a 
  mechanical animal or stationary mode. 
   
   
  Organic Explorer 
  Priority 
  A, B, C 
  Power Die 
  D8 
  Modes 
  Robot, Mech-animal, 
  Vehicle 
  Advantage 
  Mech-animal mode gains 
  +2 Armor (may exceed 
  maximum)  
  Disadvantage 
  No Mass Shifting, may 
  only Transform to vehicle 
  from Mech-animal mode 
  Exemplar 
  Transmetal Waspinator 
  Triplechanger 
  Priority 
  A, B, C 
  Power Die 
  D8 
  Modes 
  Robot, (Vehicle or Mech-
  Animal), (Vehicle or 
  Stationary) 
  Advantage 
  Extra mode 
  Disadvantage 
  Must have 4 damaged 
  Functions before 
  choosing to assign 
  damage to 
  Transformation Cog 
  Exemplar 
  Blitzwing 
  
  25 
  Sub-Classes 
  Transformers all belong to a Sub-Class. When building a Transformer, the 
  second step is to select the Sub-Class to which your Transformer will belong. 
  A Note on Bonding: Several of the Sub-Classes use the words Bond and 
  Binary-Bond. A Bond is a connection between two Transformers that allows them to 
  interact with each other in a special way (most notably the bond between Combiners 
  within a team or the bond between Deployers and their Deployer Master). This Bond is a 
  game-mechanics way of saying that the Transformer cannot interact in the same way, 
  physically, with robots with whom it does not share such a bond. A Constructicon cannot 
  merge with a Predacon, for instance. 
  A Binary-Bond is a very specific bond between a robot and a smaller robot or 
  lifeform, a bond which creates a radio-telepathic link between the two. Ordinary Bonds do 
  not confer this link. 
  Action Master 
  The 
  Action 
  Master 
  process 
  increases the power of a Transformer 
  at the expense of removing his 
  Transformation Cog—Action Master 
  characters must be of the Class: 
  Anachronist. Action Masters are 
  binary-bonded with a semi-intelligent 
  partner that, unlike many other Class: 
  Deployer characters, can take a 
  vehicle mode in place of a stationary mode. Action-Master partners are subservient 
  characters (always under the control of the Action Master player). 
  Action Master 
  Priority 
  A 
  Power Die 
  As Class 
  Pre-Requisite 
  Anachronist 
  Partner 
  Binary-Bond to a 
  Deployer (Robot/Vehicle 
  or Robot/Stationary). 
  Advantage 
  +2 all robot mode 
  Specs, max exceed 
  maximums 
  Disadvantage 
  None 
  Exemplar 
  Rollout 
  
  26 
  All-Spark Oracle 
  The All-Spark Oracle process 
  grants a Transformer of the Organic 
  Explorer Class a mystically altered 
  form of transformation and unique 
  abilities. It is recommended that 
  Narrators only allow All-Spark Oracle in 
  Beast Era games. 
   
  Deployer Master 
  The Deployer Master process 
  grants a Transformer the ability to 
  store, 
  launch, 
  and 
  mentally 
  communicate with Class: Deployer 
  Transformers that are bonded to 
  them. A Deployer Master’s bonded 
  Deployers are subservient (under the control 
  of the Deployer Master’s player). The 
  Narrator may choose to allow the Deployer 
  Master to maintain 2 additional Deployers at 
  his or her discretion.  
   
   
  All-Spark Oracle 
  Priority 
  A 
  Power Die 
  D10 
  Pre-Requisite 
  Class: Organic Explorer 
  Partner 
  None 
  Advantage 
  Unique Ability. Immune 
  to Energon Surge effects 
  in all modes. Eliminates 
  Class Disadvantage. 
  Robot is now Soft-8. 
  Disadvantage 
  Transform Actions take 
  4 clicks instead of 3 
  Exemplar 
  Blackarachnia 
  Deployer Master 
  Priority 
  A 
  Power Die 
  As Class 
  Pre-Requisite 
  None 
  Partner 
  Bond to 2 Deployers. 
  Advantage 
  Space Folding 
  Disadvantage 
  None 
  Exemplar 
  Soundwave 
  
  27 
  Drone 
  The Drone process creates a 
  Transformer with minimal mental 
  faculties and a limited form of spark, 
  instead focusing on brute force. This 
  Sub-Class 
  is 
  common 
  amongst 
  Vehicons. 
   
  Firecon/Monsterbot 
  The Firecon process (sometimes 
  called 
  Monsterbot 
  or 
  Sparkabot 
  process) grants a Transformer the 
  ability to project flame in their non-
  robot mode. This flame projection 
  makes Firecons particularly good at 
  bypassing enemy armor and can have 
  unfortunate collateral damage effects 
  on the surrounding battlefield. 
   
  Drone 
  Priority 
  A, B, C, D, E 
  Power Die 
  As class 
  Pre-Requisite 
  None 
  Partner 
  None 
  Advantage 
  All mode Specs have 
  their max increased by 2 
  Disadvantage 
  All core Specs have their 
  max decreased by 4 
  Exemplar 
  Jet Drone 
  Firecon/Monsterbot 
  Priority 
  A, B 
  Power Die 
  As Class 
  Pre-Requisite 
  None 
  Partner 
  None 
  Advantage 
  Non-robot mode 
  Firepower +2 (may 
  exceed max) 
  Disadvantage 
  None 
  Exemplar 
  Cindersaur 
  
  28 
  Fuzor 
  The Fuzor process gives a 
  transformer with an organic mode 
  both enhanced combat abilities and an 
  unconventional 
  combination 
  of 
  attributes. The organic mode of a 
  Fuzor is the fusion of two different 
  animals, such as a wolf and an eagle. 
  These forms often have increased 
  projectile capabilities.  
   
  Headmaster 
  The Headmaster process binary-
  bonds a Transformer with an alternate 
  mode to a human partner wearing a 
  power-suit that allows the partner to 
  convert into the Transformer’s head 
  when the character is in robot mode, 
  while serving as the vehicle mode’s 
  pilot. 
  Headmaster 
  partners 
  are 
  subservient characters (always under 
  the control of the Headmaster player). 
  The 
  player 
  should 
  maintain 
  a 
  character sheet for the Headmaster 
  partner. 
  Fuzor 
  Priority 
  A, B, C 
  Power Die 
  As class 
  Pre-Requisite 
  Class: Organic Explorer 
  Partner 
  None 
  Advantage 
  Eliminates Class 
  Disadvantage, organic 
  form must be mixture of 
  two animals 
  Disadvantage 
  None 
  Exemplar 
  Silverbolt 
  Headmaster 
  Priority 
  A 
  Power Die 
  As Class 
  Pre-Requisite 
  None 
  Partner 
  Binary-Bond to Deployer 
  (Organic/Stationary) 
  Advantage 
  Touch partner to use 
  partner’s Skill Drivers, in 
  robot mode, add 
  partner’s Core Specs to 
  own (may exceed max) 
  Disadvantage 
  Partner is Soft-4. 
  Without partner 
  present, may not 
  Transform to robot 
  mode 
  Exemplar 
  Highbrow 
  
  29 
  Macromaster 
  The 
  Macromaster 
  process 
  grants a Transformer a larger-than-
  normal robot mode (usually with a 
  correspondingly large vehicle mode). 
  Macromasters are roughly the same 
  size as Combiner Gestalts, standing 
  double 
  the 
  size 
  of 
  a 
  Default 
  Transformer. Macromaster characters gain the Spark Trait: Mass-Shifting for free (which 
  they use to offset the fact that their vehicle modes are often even more ridiculously large 
  than their oversized robot modes). Macromaster vehicle modes are typically only 
  “disguises” in specialized situations—giant space rockets and aircraft carriers only belong 
  in certain places! 
  Micromaster 
  The Micromaster process grants 
  a Transformer a smaller-than-normal 
  robot 
  mode 
  (usually 
  with 
  a 
  correspondingly 
  compact 
  vehicle 
  mode). Micromasters are roughly the 
  same size as humans in robot mode, 
  and some elect to purchase the Mass-
  Shifting Spark Trait in order to add bulk 
  to their vehicle form. Only Micromasters can be of the Class: Microcombiner. 
  Micromasters are extremely energy-efficient. Micromaster is a common Sub-Class for 
  Beast Era transformers. 
   
   
  Macromaster 
  Priority 
  A 
  Power Die 
  D10 
  Pre-Requisite 
  None 
  Partner 
  None 
  Advantage 
  Massive Damage Class, 
  Mass Shifting 
  Disadvantage 
  Dormancy Threshold 30 
  Exemplar 
  Omega Supreme 
  Micromaster 
  Priority 
  A, B, C, D, E 
  Power Die 
  D6 
  Pre-Requisite 
  None 
  Partner 
  None 
  Advantage 
  Dormancy Threshold 5 
  Disadvantage 
  May not Enhance 
  Damage Class beyond 
  Massive. 
  Exemplar 
  Tailwind 
  
  30 
  Omnibot 
  The Omnibot process grants a 
  Transformer the ability to activate an 
  enhanced version of their vehicle mode 
  by taking a Transform/Change Mode 
  action while in Vehicle mode. This 
  enhanced 
  version 
  grants 
  the 
  advantages listed below, and the 
  Transformer can convert directly from 
  enhanced vehicle mode to robot mode 
  without first converting back to “standard” vehicle mode. An Omnibot’s enhanced vehicle 
  mode can, at the player’s discretion, add 2 points to any one physical specification OR 
  possess an alternative locomotion technique (granting a car the power of flight, or a jet 
  fully-functional land travel ability, for example). These modifications are variable, and what 
  enhanced configuration will be activated is determined when the Transform action is 
  taken. 
   
   
   
  Omnibot 
  Priority 
  A, B 
  Power Die 
  As class 
  Pre-Requisite 
  None 
  Partner 
  None 
  Advantage 
  Enhance vehicle mode by 
  taking a Transform 
  Action and adding 2 to 
  one vehicle Spec OR a 
  new form of movement 
  Disadvantage 
  None 
  Exemplar 
  Camshaft 
  
  31 
  Powermaster 
  The 
  Powermaster 
  process 
  binary-bonds a Transformer with a 
  vehicle mode to a human partner 
  wearing a power-suit that allows the 
  partner 
  to 
  convert 
  into 
  the 
  Transformer’s 
  engine 
  when 
  the 
  character is in robot mode, while 
  serving as the vehicle mode’s pilot. 
  Powermaster 
  partners 
  are 
  subservient characters (always under 
  the control of the Powermaster 
  player). The player should maintain a 
  character sheet for the Powermaster 
  partner. 
   
  POWERmaster 
  Priority 
  A 
  Power Die 
  As Class 
  Pre-Requisite 
  None 
  Partner 
  Binary-Bond to Deployer 
  (Organic/Stationary) 
  Advantage 
  While in robot mode, 
  partner may use 
  Energon to pay for 
  Empowering robot’s 
  Tasks. Partner 
  generates 1 Energon 
  per hour. 
  Disadvantage 
  Partner is Soft-4. 
  Without partner 
  present, may not 
  Transform to robot 
  mode 
  Exemplar 
  Slapdash 
  
  32 
  Pretender 
  The Pretender process grants a 
  Transformer the ability to encapsulate 
  their robot mode in a protective shell 
  by taking a Transform/Change Mode 
  action while in robot mode. This 
  pretender shell grants the advantages 
  listed below. The Transformer cannot 
  convert directly from pretender shell 
  to vehicle mode—they must first 
  change mode back to standard robot 
  mode before assuming any other 
  modes. 
   
   
   
  Standard 
  A 
  Standard 
  Sub-Class 
  Transformer 
  has 
  no 
  particular 
  modifications that set it apart from any 
  other Transformer beyond mechanical 
  and mode variations described by its 
  Specifications, Spark Traits, and Skill 
  Drivers. 
  Pretender 
  Priority 
  A, B 
  Power Die 
  As class 
  Pre-Requisite 
  None 
  Partner 
  None 
  Advantage 
  Transform while in robot 
  mode to activate shell. 
  Shell adds +2 to either 
  Firepower or Armor. 
  Autobots with Mass-
  Shifting can pass as 
  humans in shell. 
  Decepticon shells have 
  Intimidation 2 Skill Driver 
  Disadvantage 
  When shell is active, 
  Unique Ability may not be 
  used 
  Exemplar 
  Skullgrin 
  Standard 
  Priority 
  A, B, C. D 
  Power Die 
  As class 
  Pre-Requisite 
  None 
  Partner 
  None 
  Advantage 
  None 
  Disadvantage 
  None 
  Exemplar 
  Jazz 
  
  33 
  Targetmaster 
  The 
  Targetmaster 
  process 
  binary-bonds a Transformer with an 
  alternate mode to a human partner 
  wearing a power-suit that allows the 
  partner 
  to 
  convert 
  into 
  the 
  Transformer’s 
  gun 
  when 
  the 
  character is in robot mode, while 
  serving as the vehicle mode’s pilot. 
  Targetmaster 
  partners 
  are 
  subservient characters (always under 
  the control of the Targetmaster 
  player). The player should maintain a 
  character sheet for the Targetmaster 
  partner. 
  Throttlebot 
  The Throttlebot process grants a 
  Transformer the ability to drastically 
  reduce the amount of time required to 
  transform between modes. 
   
   
   
  Targetmaster 
  Priority 
  A 
  Power Die 
  As Class 
  Pre-Requisite 
  None 
  Partner 
  Binary-Bond to Deployer 
  (Organic/Stationary) 
  Advantage 
  Touch partner to use 
  partner’s Skill Drivers, in 
  robot mode, add 
  partner’s Targeting and 
  Firepower Specs to own 
  (may exceed max) 
  Disadvantage 
  Partner is Soft-4. 
  Without partner 
  present, robot mode 
  Firepower and Targeting 
  are -2 
  Exemplar 
  Missfire 
  Throttlebot 
  Priority 
  A, B, C 
  Power Die 
  As class 
  Pre-Requisite 
  None 
  Partner 
  None 
  Advantage 
  Transform Actions cost 
  1 click instead of 3 
  Disadvantage 
  None 
  Exemplar 
  Goldbug 
  
  34 
  Transmetal 2 
  The 
  Transmetal 
  2 
  process, 
  created through the application of a 
  Vok 
  Transmetal 
  Driver 
  to 
  a 
  Transformers 
  spark, 
  utterly 
  transforms a Transformer into a 
  larger, more powerful form. The 
  process has two kinds of effects, 
  depending on if the recipient was 
  Class: Organic Explorer or if they were 
  Class: Transmetal. 
   
   
  Triggerbot 
  The Triggerbot process grants a 
  Transformer the ability to share his full 
  weapons complement between robot 
  and 
  vehicle 
  modes. 
   
   
  Transmetal 2 (Version 1) 
  Priority 
  A 
  Power Die 
  D10 
  Pre-Requisite 
  Class: Organic Explorer 
  Partner 
  None 
  Advantage 
  Unique Ability. Organic 
  mode becomes Mech-
  Animal mode. 
  Disadvantage 
  None 
  Exemplar 
  Ramulus 
  Transmetal 2 (Version 2) 
  Priority 
  A 
  Power Die 
  D12 
  Pre-Requisite 
  Class: Transmetal 
  Partner 
  None 
  Advantage 
  Massive Damage Class 
  Disadvantage 
  None 
  Exemplar 
  Optimal Optimus 
  Triggerbot 
  Priority 
  A, B, C 
  Power Die 
  As class 
  Pre-Requisite 
  None 
  Partner 
  None 
  Advantage 
  All modes share the 
  same Firepower Spec 
  (spend points only one 
  time), Firepower max 
  increases by 2 
  Disadvantage 
  None 
  Exemplar 
  Backstreet 
  
  35 
  Sample Characters 
  Below you will find several sample Transformers from the classic continuity, 
  built using TFRPG rules. 
  Name: Optimus Prime 
  Affiliation: Autobot A 
  Modes: Robot, Vehicle (Semi-Truck) 
  Power Die: d8(d10) 
  Class: Default 
  Sub-Class: Standard 
  Core 
  Specs: 
  Processors 
  6(7) 
  Response 
  6(7) 
  Sensors 
  5(6) 
  Targeting 
  7(8) 
  Robot 
  Specs: 
  Agility 
  6(8) 
  Armor 
  5(7) 
  Firepower 
  7(9) 
  Strength 
  6(8) 
  Vehicle 
  Specs: 
  Maneuverability 
  6(8) 
  Armor 
  9(11) 
  Firepower 
  3(5) 
  Speed 
  6(8) 
  Skill Drivers 
  Leadership 
  3 
  History 2 
  Spark Traits 
  Unique Ability* 
  Space-Folding 
  Energon 
  Capacity 
  40 (50) 
  Notes: 
  Unique Ability is the 
  Matrix of Leadership, 
  which 
  grants 
  all 
  parenthetical values for 
  24 
  hours 
  when 
  activated. 
  Dormancy 
  Rating 
  16 (20) 
   Optimus 
  Prime 
  benefits 
  from 
  an 
  extremely powerful Unique Ability—one that he 
  will eventually pass on to Hot Rod. Aside from 
  the effects of the Matrix (which he was given for 
  free by the Narrator), he is easily built using the 
  following priorities: Specs(A), Skills(B), Class(C), 
  Sub-Class(D), Spark(E).  
   
  
  36 
  Name: Megatron 
  Affiliation: Decepticon n 
  Modes: Robot, Stationary (Pistol) 
  Power Die: d8 
  Class: Default 
  Sub-Class: Standard 
  Core 
  Specs: 
  Processors 
  5 
  Response 
  5 
  Sensors 
  4 
  Targeting 
  9 
  Robot 
  Specs: 
  Agility 
  6 
  Armor 
  5 
  Firepower 
  8 
  Strength 
  6 
  Stationary 
  Specs: 
  Adaptability 
  2 
  Armor 
  5 
  Firepower 
  10 
  Utility 
  8 
  Skill Drivers 
  Leadership 1 
   
  Spark Traits 
  Gravity-
  Shunting(Free) 
  Mass-Shifting 
  Unique Ability 
  Energon 
  Capacity 
  40 
  Notes: 
  Unique Ability is Power 
  Blast, which elevates an 
  Engage Firepower action 
  by 
  Megatron’s 
  Pistol 
  mode 
  to 
  the 
  Siege 
  Damage 
  Class 
  regardless 
  of 
  target 
  damage 
  class. 
  Mass-Shifting accounts 
  for Pistol mode to be 
  held 
  by 
  other 
  Transformers 
  or 
  humans. 
  Dormancy Rating 
  16 
   
  Megatron’s Unique Ability is extremely 
  powerful—a more restricted version (elevating to 
  Massive Damage Class) would be a very 
  reasonable power for a player character. 
  Megatron is built as follows: Specs(A), Spark(B), 
  Class(C), Sub-Class(D), Skills (E).  
   
   
   
   
   
  
  37 
  Name: Grimlock 
  Affiliation: Autobot (Dinobot) A 
  Modes: Robot, Mech-Animal (T-Rex) 
  Power Die: d8 
  Class: Default 
  Sub-Class: Firecon 
  Core 
  Specs: 
  Processors 
  5 
  Response 
  6 
  Sensors 
  4 
  Targeting 
  5 
  Robot 
  Specs: 
  Agility 
  7 
  Armor 
  7 
  Firepower 
  7 
  Strength 
  7 
  Mech-
  Animal 
  Specs: 
  Agility 
  5 
  Armor 
  7 
  Firepower 
  6(8) 
  Strength 
  10 
  Skill Drivers 
  Leadership 1 
  Weapon 2 
  Spark Traits 
  Gravity-
  Shunting 
  Energon Capacity 
  40 
  Notes: 
  As a Firecon, Grimlock 
  uses 
  parenthetical 
  Firepower value when in 
  T-Rex mode. Grimlock’s 
  Weapon Skill Driver is 
  meant to represent his 
  teeth in T-Rex mode. 
  Dormancy Rating 
  16 
  Not actually a Firecon by canonical sources, 
  Grimlock does have the ability to project 
  firebolts while in dinosaur mode, so the sub-
  class seemed appropriate. Grimlock is built 
  as follows: Specs(A), Sub-Class(B), Skills(C), 
  Class(D), Spark(E).  
   
   
   
   
   
   
   
  
  38 
  Name: Starscream 
  Affiliation: Decepticon n 
  Modes: Robot, Vehicle (Jet) 
  Power Die: d8 
  Class: Default 
  Sub-Class: Standard 
  Core 
  Specs: 
  Processors 
  7 
  Response 
  8 
  Sensors 
  6 
  Targeting 
  8 
  Robot 
  Specs: 
  Agility 
  4 
  Armor 
  4 
  Firepower 
  7 
  Strength 
  4 
  Vehicle 
  Specs: 
  Maneuverability 
  4 
  Armor 
  3 
  Firepower 
  6 
  Speed 
  6 
  Skill Drivers 
  Engineering 1 
  Leadership 1 
  Espionage 1 
  Treachery 2 
  Spark Traits 
  Gravity-
  Shunting(Free) 
  Unique Ability 
  Energon 
  Capacity 
  40 
  Notes: 
  Unique Ability is Null Ray, 
  which can be triggered after 
  a 
  successful 
  Engage 
  Firepower action instead of 
  doing damage. Null Ray tests 
  against target’s Response. If 
  successful, 
  Target’s 
  Response is reduced to 0 for 
  3 rounds. Target may pay 5 
  Energon to end this effect at 
  any time. 
  Treachery Skill Driver is 
  unique to Starscream. 
  Dormancy 
  Rating 
  16 
  Starscream 
  showcases 
  the 
  most 
  common type of Unique Ability—the 
  “triggered Firepower effect.” He also 
  possesses 
  a 
  special 
  Skill 
  Driver, 
  Treachery, to represent his many many 
  attempts to wrest control of the 
  Decepticons from Megatron. He’s good 
  at Treachery, but not quite good enough, 
  obviously… Build: Specs(A), Skills(B), Sub-
  Class(C), Class(D), Spark(E).  
   
  
  39 
  Name: Arcee 
  Affiliation: Autobot A 
  Modes: Robot, Vehicle (Cybertronian Car) 
  Power Die: d8 
  Class: Default 
  Sub-Class: Headmaster 
  Core 
  Specs: 
  Processors 
  4 
  Response 
  5 
  Sensors 
  4 
  Targeting 
  7 
  Robot 
  Specs: 
  Agility 
  7 
  Armor 
  3 
  Firepower 
  7 
  Strength 
  3 
  Vehicle 
  Specs: 
  Maneuverability 
  7 
  Armor 
  4 
  Firepower 
  1 
  Speed 
  8 
  Skill Drivers 
  Training 1 
  Repair 2 
  Spark Traits 
  Unique Ability 
  Notes: 
  Binary-Bonded to Daniel 
  (see below). While in Robot 
  mode, 
  Arcee 
  can 
  use 
  Daniel’s Skill Drivers and 
  adds his Core Specs to her 
  own. 
  Unique 
  Ability 
  is 
  Sharpshooter: 
  Activate 
  after 
  Arcee 
  rolls 
  a 
  successful 
  Target 
  Lock 
  action against a target. 
  Until she fails a Firepower 
  roll against that target, she 
  does not need to roll 
  additional 
  Target 
  Lock 
  actions. 
  Energon 
  Capacity 
  40 
   
  Dormancy 
  Rating 
  16 
  Arcee is presented here as she is at the end of Season 4 of the Animated Series. 
  Her Binary-Bonded partner, Daniel, is depicted below. Arcee’s build: Sub-Class(A), 
  Specs(B), Skills(C), Class(D), Spark(E). 
   
  Daniel is a Headmaster partner—not powerful and not 
  very interesting, but he makes Arcee a bit cooler when 
  he’s with her! Also note the omitted stats for Daniel’s 
  head mode. If it comes up, it’s Adaptability 1, Armor 1, 
  Firepower 0, Utility 3. Daniel’s stats are on the next page.  
  
  40 
  Name: Daniel 
  Affiliation: Autobot A 
  Modes: Organic, Stationary (Head) 
  Power Die: d4 
  Class: Deployer 
  Sub-Class: N/A 
  Core 
  Specs: 
  Processors 
  3 
  Response 
  4 
  Sensors 
  2 
  Targeting 
  2 
  Human 
  Specs: 
  Agility 
  2 
  Toughness 
  2 
  Projectile 
  0 
  Strength 
  1 
  Skill Drivers 
  Racing 2 
  History 1 
  Spark Traits 
  Mass-Shifting 
  (Free) 
  Gravity-
  Shunt (Free) 
  Energon 
  Capacity 
  20 
  Notes: 
  Binary-Bonded to Arcee. 
  Soft-4 (4 damage kills 
  Daniel). 
  Dormancy Rating 
  8 
   
  Name: Laserbeak 
  Affiliation: Decepticon n 
  Modes: Mech-Animal (Condor), Cassette 
  Power Die: d4 
  Class: Deployer 
  Sub-Class: N/A 
  Core 
  Specs: 
  Processors 
  1 
  Response 
  2 
  Sensors 
  5 
  Targeting 
  2 
  Mech-
  Animal 
  Specs: 
  Agility 
  2 
  Armor 
  1 
  Firepower 
  2 
  Strength 
  1 
  Skill Drivers 
  Communication 1 
  Espionage 2 
  Spark Traits 
  Mass-Shifting 
  (Free) 
  Gravity-
  Shunt (Free) 
  Energon 
  Capacity 
  20 
  Notes: 
  Bonded 
  to 
  Deployer-
  Master (Soundwave). 
   
  Dormancy Rating 
  8 
  Laserbeak is one of Soundwave’s Deployers. Note that 
  Laserbeak, as a Deployer, is not really built to stand up 
  to a full-size Transformer in a fight. Also note the 
  omitted stats for Lazerbeak’s cassette mode. If it 
  comes up, it’s Adaptability 1, Armor 1, Firepower 0, 
  Utility 4.  
  
  41 
  Name: Soundwave 
  Affiliation: Decepticon n 
  Modes: Robot, Stationary (Cassette Deck) 
  Power Die: d8 
  Class: Default 
  Sub-Class: Deployer Master 
  Core 
  Specs: 
  Processors 
  7 
  Response 
  5 
  Sensors 
  8 
  Targeting 
  6 
  Robot 
  Specs: 
  Agility 
  2 
  Armor 
  3 
  Firepower 
  5 
  Strength 
  4 
  Stationary 
  Specs: 
  Adaptability 
  2 
  Armor 
  3 
  Firepower 
  2 
  Utility 
  7 
  Skill Drivers 
  Communication 2 
  Computer 1 
  Spark Traits 
  Gravity-
  Shunting(Free) 
  Mass-Shifting 
  Space-
  Folding(Free) 
  Energon 
  Capacity 
  40 
  Notes: 
  Bonded to 4 Deployers 
  at 
  a 
  time 
  (Ravage, 
  Laserbeak, 
  Rumble, 
  Frenzy most commonly). 
  Mass-Shifting 
  represents Soundwave’s 
  ability 
  to 
  assume 
  a 
  cassette deck form in 
  scale with humans. 
  Dormancy 
  Rating 
  16 
  Soundwave is a very simple 
  character to build: Sub-Class(A), 
  Specs(B), 
  Skills(C), 
  Class(D), 
  Spark(E). 
  A 
  deliberate 
  game 
  design decision was made to omit 
  Soundwave’s 
  Unique 
  Ability: 
  Telepathy. Perhaps he can buy 
  that when next he upgrades?  
  
  42 
  Action Mechanics 
  TFRPG is a game of action and excitement. The previous chapters have 
  painted the details of how a Transformer character is created and assigned 
  values for its various capabilities—but how do those numbers impact the action 
  of the game? 
  The Action Mechanics chapter highlights the various actions a Transformer 
  can take, both in combat and outside of it—and presents flexible rules that should 
  be applicable to almost any situation that the Narrator concocts. 
  Tasks 
  To achieve success at a task, a Transformer simply rolls their Power Die and 
  adds the result to one of their Specifications. The resulting number is compared 
  to the difficulty of the task. If the result equals or exceeds the difficulty, the task is 
  successful.  
  While many tasks are rolled against a difficulty number determined by the 
  Narrator, tasks that are directly opposed by the actions of other beings generally 
  use the Specification value of the opponent as the difficulty. These tasks are 
  referred to as rolling “versus target’s ____” in the body of these rules. 
  The most common tasks are described on the Action Chart, below. The 
  actions on this chart can additionally be used to help Narrators determine the 
  specifics of actions undertaken by Transformers that do not appear on the chart 
  by simple comparison and choosing the action most similar to the intended task. 
  
  43 
  Difficulties 
  Difficulty numbers in TFRPG are determined from a specific range of 
  numbers. If the action is happening on a low-tech planet (such as Earth or Chaar) 
  the difficulties range from 7-13. If the action is occurring on a more advanced 
  world such as Cybertron or Quintessa, or in space, the difficulties range from 14-
  20. In this way, the game holds the action of lower-powered Transformers to 
  smaller scale events, reserving success on the epic stages for those 
  Transformers most proficient and experienced. 
  Note that all descriptors in 
  the chart at right are written 
  from the perspective of an 
  average Micromaster. What is 
  considered improbable for a 
  small Transformer is not nearly 
  so daunting for a larger robot. If 
  a 
  Transformer 
  is 
  routinely 
  overcoming improbable difficulties in the standard column, the Narrator may 
  elect to elevate the game to the advanced column even if the action is still 
  centered on Earth or another “standard-difficulty” setting. 
  A Note on Modifiers: Many games feature lists of modifiers that can be used 
  to increase or decrease difficulties. If the Narrator wishes to add modifiers to the game, 
  he or she is of course welcome to. In general, a good bonus or penalty should be +/- 2 in 
  a Standard Difficulty setting and +/- 4 in an Advanced Difficulty setting. 
   
   
  Standard 
  Difficulty 
  Descriptor 
  Advanced 
  Difficulty 
  7 
  Easy 
  14 
  8 
  Average 
  15 
  9 
  Modest 
  16 
  10 
  Tricky 
  17 
  11 
  Hard 
  18 
  12 
  Complicated 
  19 
  13 
  Improbable 
  20 
  
  44 
  Combat 
  Combat only differs from any other set of tasks or actions in the sense that 
  it happens with a greater feeling of urgency. When the action of a story escalates 
  to a combat situation—or any other time that the pace of things accelerate to a 
  point where every second counts—combat rules take effect. 
  During combat, Transformers take actions in an order determined by their 
  Processors Specification. The character with the highest Processors rating goes 
  first, then the character with the next highest, and so on. Ties are broken by 
  Sensors Specification ratings. 
  Each round of play, a Transformer gets a number of action points, called 
  clicks, equal to his Response rating. The Action Chart, below, indicates how many 
  clicks different kinds of actions require.  
  For the purpose of combat, Transformers measures movement in an 
  abstract measure called zones. Zones are roughly 20 square yards. The 
  maximum range of a Transformer’s Firepower attacks is equal to his Targeting 
  specification, while close-combat attacks can only be made against targets in 
  adjacent zones. 
  The actual length of a combat round is assumed to be about 30 seconds. 
   
  
  45 
  A Note on Scale: The Transformers Role-Playing Game is not written 
  with the intention of becoming a scale-accurate battle simulator. Even within the canonical 
  material from which all of our understanding of the Transformers universe originates, 
  scale is always a matter of debate and inconsistency. As such, we do not think our ruleset 
  holds up very well to detailed maps and miniatures. 
  The zone system does, however, allow for generalized maps. Note, of course, that 
  things at a human scale must have very small Agility ratings to prevent them from running 
  at speeds in excess of a hundred miles per hour! 
   
  A Note on Speed: Top speed in combat for a Transformer in vehicle mode is 
  easy to calculate, for those who like to have a miles-per-hour understanding of things. A 
  Transformer in combat moves at an approximate rate of [Speed x Response x 1.8] miles 
  per hour. 
  In non-combat situations, vehicle modes add their Racing skill driver to their Speed 
  for this calculation. 
  Aircraft in non-combat situations can move sub-sonically at will, achieving a rate of 
  [Speed x Response x 7.5] miles per hour. Aircraft (including spacecraft) can move faster 
  than the speed of sound by expending Energon—the number of points of Energon spent 
  allows the vehicle mode to achieve an equivalent Mach speed (3 Energon would grant a 
  speed of Mach 3, or roughly 2300 miles per hour). This speed can be maintained for one 
  hour before Energon must again be spent to facilitate the speed. The maximum Mach an 
  aircraft-mode Transformer can reach is equal to its Speed rating. 
  Obviously this means no Transformer can achieve faster-than-light speed, since such 
  an effort would require more than 14,000 points of Energon. That must be why they work 
  so hard to build Space Bridges!    
   
   
  
  46 
  Sample Action Chart 
  Action 
  Clicks 
  Description 
  Activate 
  Unique 
  Ability 
  1 
  Allows a Transformer to engage their Unique Ability Spark 
  Trait 
  Assume 
  Defensive 
  Stance 
  4 
  Allows a Transformer to roll his Power Die and add its 
  result to all Specs for the purpose of resisting Engage 
  Firepower, Engage in Close Combat, Entangle, Ram, and 
  Target Lock Actions. 
  Communicate 
  1 
  Allows a Transformer to verbally or electronically 
  communicate a reasonable amount of dialogue 
  Deploy/ 
  Recall 
  2 
  Allows a Deployer Master to eject one Deployer into an 
  adjacent zone, where it immediately takes its place in the 
  order of events based on its Response rating. Recall 
  deactivates any number of Deployers and removes them 
  from the field of battle 
  Engage 
  Firepower 
  2 
  Requires successful Target Lock. Roll Firepower (or 
  Projectile) vs. Target Soak Spec. Success deals damage 
  Engage in 
  Close 
  Combat 
  3 
  Requires zone adjacency. Roll Strength vs. Target Soak 
  Spec. Success deals damage 
  Engage 
  Sensors 
  1 
  Roll Sensors vs. Difficulty Number. Allows a Transformer 
  to notice, spot, or search their surroundings 
  Entangle 
  3 
  Requires zone adjacency. Roll Agility vs. Target Close 
  Spec. Success cancels benefits of target’s Assume 
  Defensive Stance Action and prevents target from using 
  Move Agility Value or Move Speed Value Actions 
  Hold Action 
  0 
  Allows a Transformer to “roll over” unused clicks to the 
  next round. 
  Merge 
  5 
  Allows Transformers with access to this action to merge 
  into combined form, activating the new form’s Core 
  Information. This action auto-delays until the slowest-
  moving member of the combiner team uses their Merge 
  action, at which point the Gestalt forms but can take no 
  actions until the following round 
  Move Agility 
  Value 
  2 
  Allows a Transformer to move a number of zones equal to 
  his agility value 
  Move Speed 
  Value 
  1 
  Allows a Transformer to move a number of zones equal to 
  his speed value 
  Perform 
  Adaptability 
  Task 
  3 
  Roll Adaptability vs. Difficulty Number. Allows a 
  Transformer to perform any reasonable task NOT directly 
  associated with its stationary mode’s designated function 
   
  
  47 
  Sample Action Chart, Continued 
  Action 
  Clicks 
  Description 
  Perform 
  Agility Task 
  2 
  Roll Agility vs. Difficulty Number. Allows a Transformer to 
  perform any physical finesse-based task such as opening 
  locks or playing games 
  Perform 
  Processor 
  Task 
  2 
  Roll Processors vs. Difficulty Number. Allows a 
  Transformer to perform any cognitive task such as study, 
  research, evaluation, conversation, or invention 
  Perform 
  Strength 
  Task 
  2 
  Roll Strength vs. Difficulty Number. Allows a Transformer 
  to perform any physical force-based task such as lifting or 
  moving heavy objects 
  Perform 
  Utility Task 
  1 
  Roll Utility vs. Difficulty Number. Allows a Transformer to 
  perform any task directly associated with its stationary 
  mode’s designated function 
  Pick-Up/ 
  Drop Object 
  1 
  Allows a Transformer to pick up or drop a weapon or 
  object from its zone 
  Ram 
  1 
  Must be performed immediately after a Move Speed Value 
  action. Roll Speed vs. Target Dodge Spec. Success deals 
  damage to target, failure deals damage to this 
  Transformer 
  Separate 
  2 
  Allows a Gestalt to return to component robot forms, 
  activating the individual forms’ Core Information. 
  Separated forms can take no actions until the following 
  round 
  Take 
  Cover/ 
  Change 
  Position 
  1 
  Allows a Transformer to drop prone to the ground or take 
  shelter behind relevant cover within its zone. Raises 
  difficulty of actions versus this Transformer by 2, but 
  penalizes actions taken by this Transformer by 2 as well. 
  Using this action again negates both the bonus and the 
  penalty, returning this Transformer to a standard position 
  Target 
  Lock 
  2 
  Requires line-of-sight. Roll Targeting vs. Target Dodge 
  Spec. Success allows Engage Firepower actions to be 
  taken by this Transformer against the target for the 
  remainder of this turn. 
  Transform/ 
  Change 
  Mode 
  3 
  Allows a Transformer to switch between any two of his 
  prescribed modes 
   
   
   
  
  48 
  Taking Damage 
  Transformers have an incredible ability to survive injury and damage. 
  Essentially, it takes 8 successful attacks against a Transformer to permanently 
  destroy them. Unlike other games, TFRPG does not measure damage in points—
  if an attack deals damage, it simply disables one of the 8 Functions of that 
  Transformer.  
  The Function chart, on the 
  next page, explains what the 
  Functions 
  are 
  and 
  what 
  happens if one of them is 
  damaged. When a Transformer 
  is damaged by an attack, the 
  robot taking damage chooses 
  which Function to assign the 
  damage to—once damage is 
  assigned to a Function it is 
  considered 
  damaged 
  until 
  repaired (see below). 
  If the total of the attacker’s relevant Specification and Power Die exceeds the 
  target’s Armor by 10, the attacker can choose which Function the damage is 
  assigned to (but may not choose Joint Coupling or Energon Spark unless they are 
  the only Functions remaining, in which case they must be chosen in that order). 
  Organics (living beings, such as humans) do not have Functions. They are 
  called Soft targets. Instead of losing functions, they are able to take damage a 
  specific number of times (most humans are Soft-4; they can take damage four 
  times. Some entities are Soft-8, and they can take damage eight times). The 
  Number 
  of Times 
  Damaged 
  Effect on 
  Soft-4 
  Target 
  Effect on 
  Soft-8 
  Target 
  1 
  None 
  None 
  2 
  All Specs -2 
  All Specs -1 
  3 
  All Specs 
  halved 
  All Specs -1 
  4 
  Dead 
  All Specs -
  2 
  5 
  Dead 
  All Specs -
  2 
  6 
  Dead 
  All Specs 
  halved 
  7 
  Dead 
  All Specs 
  halved 
  8 
  Dead 
  Dead 
  
  49 
  effects of taking damage on Soft targets are described in the table (above). Any 
  time a line on the table says to halve Specs, numbers should be rounded down. 
  Function 
  Repair 
  Difficulty 
  Effect when Damaged 
  Energon Spark 
  N/A 
  Damage to the Spark Function results in 
  Transformer death. Spark Function damage 
  can never be repaired. This is (usually) the last 
  Function a Transformer assigns damage to. 
  Hydraulic 
  Assembly 
  6 
  Damage to the Hydraulic Function will reduce a 
  Transformer’s Agility and Maneuverability by 2. 
  Joint Coupling 
  8 
  Damage to the Coupling Function results in a 
  Transformer being blown to bits–it becomes 
  completely disabled. The upside is that a 
  Transformer with a damaged Coupling Function 
  can still be put back together (eventually). 
  Optic Cortex 
   
  10 
  Damage to the Optic Function will reduce a 
  Transformer’s Sensors and Targeting by 2. 
  Plasma Conduit 
  12 
  Damage to the Conduit Function will reduce a 
  Transformer’s Firepower rating by 2. 
  Additionally, a Transformer with a disabled 
  Conduit Function cannot use his Unique Ability. 
  Relay Hub 
  10 
  Damage to the Relay Function will reduce a 
  Transformer’s Processors and Response 
  ratings by 2. Additionally, a Transformer with a 
  disabled Relay Function cannot access any Skill 
  Drivers. 
  Structural 
  Integrity 
  6 
  Damage to the Structural Function will reduce 
  a Transformer’s Armor, Strength, and Speed 
  by 2. 
  Transformation 
  Cog 
  8 
  Damage to the T-Cog Function will cause a 
  Transformer to lose the ability to switch 
  between Modes and will reduce a 
  Transformer’s Adaptability and Utility by 2. 
   
  
  50 
  Repairing Damage 
  Any Transformer with a Repair Skill Driver may attempt to repair damaged 
  Functions on a robot. To do so, they make a Repair Function action rolling 
  Processors + Repair versus the Repair Difficulty from the table above. A Repair 
  Function action takes 20 minutes (40 rounds) and thus is not useful in combat 
  situations. 
  Organics cannot be repaired using the Repair Skill Driver—damage to them 
  must be healed naturally, at a rate of one week per damage taken. 
  Damage Classes 
  Some robots are just bigger than others. The Specifications of these robots 
  work somewhat differently than ordinary Transformers, operating at different 
  Damage Classes. There are 4 Damage Classes, with the vast majority of 
  Transformers falling into the Basic Damage Class, which has no effect on 
  game play. The other Damage Classes are described below. 
  Macromasters, Transmetal 2s, and Combiner Gestalts are Massive 
  Damage Class beings. Their armor automatically defeats attacks from 
  characters who are not Massive Damage Class or higher. Their weapons do 
  Massive Damage, which means successful hits against Basic opponents cause 3 
  Functions to fail instead of 1. Massive Damage characters treat one another no 
  differently than Basic characters treat one another. 
  City Masters are Siege Damage Class beings. Their Armor ignores 
  attacks from characters who are not Siege Damage Class or higher. Their 
  weapons do Siege Damage, which means successful hits against Basic 
  
  51 
  opponents cause 5 Functions to fail instead of 1. When Siege Damage is done to 
  Massive Armor, it works the same as when Massive damage is done to Basic 
  characters. 
  Epic Damage Class is the largest Damage Class. So far, only one known 
  being falls into this class–Unicron, the mighty transforming planet. Epic Damage 
  Class Armor ignores non-Epic Damage Class damage. Epic Damage Class hits on 
  standard characters cause all 8 Functions to fail. 
  The Damage Class Matrix, below, shows how many Functions are damaged 
  in various combinations. To read the matrix, find the attacker’s Damage Class in 
  the first column then read across that row to the column that matches the 
  target’s Damage Class. The number that appears there is the number of 
  Functions that fail if the attack is successful. 
  Damage Class Matrix Basic 
  Massive 
  Siege 
  Epic 
  Basic 
  1 
  0 
  0 
  0 
  Massive 
  3 
  1 
  0 
  0 
  Siege 
  5 
  3 
  1 
  0 
  Epic 
  8 
  5 
  3 
  1 
  Using Energon 
  Transformers may spend their Energon points to accomplish a number of 
  interesting effects. There is no limit to the number of Energon points which may 
  be spent in a single turn or upon a single action, but remember that after an 
  action that leaves your current Energon equal to or less than your Dormancy 
  Threshold, your Transformer shuts down until someone Bestows Energon upon 
  you. With the exception of Activate Unique Ability, all uses of Energon cost 0 clicks 
  to perform. 
  
  52 
  Energon may be used for the following effects: 
  Bestow Energon. Spend an Energon to add that point to a target 
  Transformer in an adjacent zone. 
  Empower Tasks. Spend an Energon to add an additional Power Die to 
  your action. 
  Mitigate Damage. Spend an Energon to ignore the damage from an 
  Engage Firepower Action at the Basic Damage Class. Note that this effect cannot 
  be used to eliminate damage from Engage in Close Combat or Ram Actions. 
  Activate Unique Ability. Spend an Energon to turn on your Unique Ability 
  Spark Trait. 
  Reduce Damage Class. Spend 5 Energon to reduce Damage from one 
  Damage Class to the next lower Damage Class, and do this multiple times at once 
  to reduce multiple levels. Thus, 10 Energon would reduce Siege to Massive to 
  Basic, and then you could spend a single point to Mitigate Damage. Note that 
  Reduce Damage Class cannot reduce Epic Damage below Massive. 
  Enhance Damage Class. When battling an enemy who operates at a 
  higher damage class than you, you may spend 3 Energon after rolling a successful 
  Firepower test to step up one Damage Class (you may elevate multiple Classes 
  by making multiple expenditures, but you may never elevate higher than the 
  Damage Class of the target). 
  Upgrading Transformers 
  At the conclusion of a game session, or a series of game sessions that are 
  tightly connected into a singular story, the Narrator should award each 
  Transformer an Upgrade. 
  Upgrades can be spent on the Transformer itself or on a subservient 
  Transformer (a bonded Deployer or a Binary-Bonded Headmaster partner, for 
  instance). 
  
  53 
  To install an upgrade, a Transformer rolls its Power Die and adds the result 
  to the number found in the table below, based on what characteristic the player 
  is trying to upgrade. The resulting total is the number of Energon points that must 
  be spent by the Transformer to upgrade. 
  Since Energon is restored to full at the conclusion of a game session, most 
  Transformers will have sufficient Energon to pay for their Upgrade—but they will 
  begin the next session of play at an Energon disadvantage. If the Energon cost of 
  the upgrade would push the Transformer below its Dormancy Threshold, the 
  Upgrade cannot be taken and this opportunity to upgrade is lost. 
  Upgrade cannot push a Transformer’s Specifications past their maximum 
  (based on the Power Die) unless permitted by some other game mechanic. 
  Characteristic 
  Cost 
  Core Specification +1 
  10 
  Mode Specification +1 
  8 
  Skill Driver +1 
  5 
  Gain New Spark Trait (ex: add Unique Ability) 
  12 
  Replace Dead or Destroyed Partner (ex: Headmaster) 
  10 
  Add Subservient Character (ex: Deployer) 
  15 
  Change Sub-Class (ex: become Targetmaster) 
  19 
  Change Class (ex: become Transmetal) 
  23 
   
  
  54 
  Unusual Dangers 
  The most common conflicts in which Transformers become involved are 
  those between Autobots and Decepticons—but Decepticons are not the only 
  opposition out there that can cause harm to the valiant Autobots. 
  This chapter details some general guidelines on non-Transformer threats, 
  showcasing the ways in which the system can be used to represent organic 
  enemies, large enemies, dangerous traps, and super science. This chapter is 
  intended for Narrator use only. 
  Organics 
  The living beings that populate the universe, made of flesh and blood instead 
  of steel and servos, are often at the center of intrigue and conflict. Ranging from 
  ordinary people to organic monsters and more, organics can be built exactly like 
  Transformers with only a few modifications. 
  Small organics, like humans, are Soft-4 Targets. They use Core and Organic 
  Specifications, although they may call them by different names (Processors might 
  be Intelligence, for instance). 
  Large organics, of a similar scale to a Transformer, are Soft-8 Targets. Like 
  with small organics, Specifications may have different names, but they will 
  generally have the same typical attributes as a Transformer’s Core and Organic 
  Specs. 
  Organics can probably not use Energon or access Spark Traits, but perhaps 
  they can based on their degree of scientific accomplishment (see Super Science, 
  
  55 
  below). Organic Transformers (such as All-Spark Oracle characters and Binary-
  Bonded partners) can most assuredly use Energon. 
  Large Enemies 
  Big robots are a very common problem for Transformers—from robotic 
  squids to construction machines, such beings lack the ability to transform (and 
  thus have only 7 Functions—no T-cog) but are in all other ways just as formidable 
  and capable as a Transformer.  
  To represent the size and destructive power of some large non-Transformer 
  robots, consider making them Massive or (much more rarely) Siege Damage 
  Class. This adds a tremendous amount of danger to the threat, especially when 
  coupled with a larger-than-default Power Die. 
  Dangerous Traps 
  Deathtraps and natural dangers such as pitfalls and falling boulders can be 
  a danger to Transformers just as they are to any hero in an adventure game. 
  When creating such effects, the Narrator need only assign the trap Specifications 
  that are relevant to its function. At minimum, it might benefit from a set of 
  Stationary Mode Specifications and a Response and Processors rating.  
  Alternatively, a trap could simply be assigned a single number, from 1-12, to 
  use as all of its relevant Specification values and, in turn, as the difficulty to detect, 
  disarm, or avoid the trap for Transformers who happen to come across it.  
   
   
  
  56 
  Super Science 
  One of the most common themes throughout Transformers stories is the 
  idea of crazy super science, in the hands of Transformers and organics alike, that 
  has dangerous potential. 
  Super Science can do anything you want it to do. It can give non-
  Transformers the powers of Transformers (usually best emulated through the 
  Unique Ability Spark Trait and a finite amount of Energon Points) and it can travel 
  across space, through time, and more.  
  Items of Super Science should always require large amounts of Energon to 
  function—this creates a cap on the usage of such items and makes acquiring the 
  necessary energy to power the device a key motivation for hero and villain alike. 
  Most importantly, Super Science should be destroyed at the conclusion of a 
  story unless it will have an important role to play later. If a certain friendly alien 
  has a time travel machine that was not destroyed at the end of the story in which 
  it was discovered, this will always present an option or a temptation to players to 
  slip back to that alien and use the machine to undo mistakes. Super science is 
  dangerous stuff, and its existence must be carefully controlled for the sake of the 
  game! 
  Energon Surges 
  One of the defining features of the Beast Wars Planet was its massive supply 
  of unstable Energon. While on most worlds, Energon is processed and refined 
  form other energy sources, such as oil, in some rare places Energon naturally 
  occurs as a crystalline structure. 
  
  57 
  Transformers are remarkably vulnerable to contact with unstable Energon. 
  At the conclusion of each round of play in a region that contains unstable Energon, 
  a Transformer must spend 1 Energon or he will fall into Stasis Lock. This form of 
  unconsciousness is identical to what happens when a Transformer’s Energon 
  supply falls below his Dormancy Threshold. 
  Luckily, there are some ways to deal with Energon Surges—the most basic of 
  which is to be a Transformer of the Class: Organic Explorer. While in organic 
  mode, a Transformer is immune to Energon Surges. By the same token, Binary-
  Bonded partners that are organic are also immune to Energon surges. 
  Vok Events 
  The mysterious and alien Vok will stop at nothing to explore, investigate, and 
  understand the universe. These aliens are masters of Energon, and they can find 
  any number of ways to use Energon to torment and entangle Transformers in 
  their schemes.  
  The Vok are a particularly powerful foe because they are known to unleash 
  events into their environment that can change the very nature of a Transformer—
  altering Classes and Sub-Classes at a whim! 
  Depleted Foes 
  Given the amount of time and energy spent scavenging for Energon in most 
  Transformers eras, it seems unlikely that every Transformer running around in 
  your setting will be at his or her full Energon reserve. To add a touch of mystery 
  to the game (and give the player characters a break), consider reducing the 
  Energon reserve of a Transformer enemy by, at minimum, a roll of their Power 
  Die.  
  
  58 
  Worlds 
  Most Transformers adventures take place on either Earth or Cybertron, with 
  Quintessa, Chaar, Junk, and Nebulos appearing less frequently. In the Beast Era, 
  two versions of Historical Earth and a version of Future Cybertron also play 
  important roles. 
  Bridging the gaps between these worlds requires one of two methods of 
  transportation: Transwarp Ships or a Space Bridge. 
  Transwarp Ships 
  Cybertron has Transwarp ships which can make the journey to other planets 
  in relatively short times (assume it takes 24 hours to Transwarp between any two 
  planets). These ships are very large and very valuable. In the 1980s, there are no 
  Transwarp ships on Earth. In 2005 there are 2. By the 2030s, there may be as 
  many as 5. The Energon requirements for such ships are very large. 
  In the Beast Era, Transwarp ships are somewhat more common, and a 
  Transwarp Event exists, somewhere between Cybertron and Earth, that allows 
  movement through time. Those traveling from Cybertron to Earth always travel 
  backwards in time, while those traveling from Earth to Cybertron always travel 
  forwards. 
  Space Bridges 
  Space Bridges are large, elaborate portal devices that can catapult matter 
  from one planet to another almost instantly. Space Bridges have massive Energon 
  
  59 
  requirements, making them less efficient than Transwarp Ships, but their speed 
  of travel makes them highly desirable. Space Bridges are also highly unstable, and 
  they are periodically rendered unusable because of solar radiation, cosmic 
  interference, or damage at one end or the other of the platform. In order for a 
  Space Bridge to work, both the departure point and arrival point must authorize 
  the transit, making it very hard for Autobots to use Space Bridges to get back to 
  Cybertron during the many years of Decepticon occupation on Cybertron. 
  Planets 
  The six major planetary locations for TFRPG games are described below. 
  Remember that Earth (including both Beast Era historical settings), Chaar, and 
  Junk are considered Standard Difficulty worlds, while Nebulos, Cybertron 
  (including the Beast Era futuristic setting), and Quintessa are considered 
  Advanced Difficulty worlds. 
  Chaar 
  Chaar is a small, burned-out husk of a planet located in distant space, easily 
  mistaken for a smudge on a map. It apparently supported a civilization at one 
  point, as abandoned structures are seen on the surface. The surface is desolate 
  and lacks vegetation, but some native lifeforms exist, including an enormous 
  spider. Following Unicron’s attack on Cybertron in 2005, the Autobots reclaimed 
  Cybertron, and the surviving Decepticons, without their leader, Galvatron, were 
  forced to withdraw to Chaar, where they struggled to eke out an existence, relying 
  on the meager amounts of Energon that could be acquired from other worlds. 
   
   
  
  60 
  Cybertron  
  Cybertron is considerably smaller 
  than the planet Earth. Entirely metallic 
  on the surface, some of the lowest 
  levels of Cybertron consist of rock and 
  dirt, suggesting a natural beginning to 
  the planet. Its gravity is light enough 
  that humans are able to traverse the surface without any trouble, and it 
  possesses a breathable atmosphere. Water is not uncommon on the planet - lake 
  and rivers are known to exist, albeit sparingly. Cybertron is orbited by at least two 
  unnamed moons. The moons are mechnical in nature, much like Cybertron, with 
  metallic surfaces. Unlike Cybertron however, the moons do not appear to have 
  any detectable atmosphere. In 2005 both moons of Cybertron are destroyed by 
  Unicron. 
  In the far future of the Beast Era, Cybertron is a gleaming paradise controlled 
  by Maximal descendants of the Autobots. But when the Beast Wars ended and 
  the Maximals sought to return home, Megatron somehow gained the upper hand, 
  unleashing a virus that disabled or destroyed most of the Transformers on the 
  planet, reformatting many of them into his legions of Drones and Vehicon 
  Lieutenants. Megatron seeks to eliminate all form of Organic life on his future 
  Cybertron, but from the ancient ruins at the center of the planet, the All-Spark 
  calls out to Maximals, and Autobots, to help restore balance to Cybertron. 
   
   
  
  61 
  Earth  
  Earth is probably pretty familiar to you, 
  reader, since that is where you live. 
  Transformers have been on Earth for millions 
  of years, but the vast majority slumbered in 
  stasis lock until the 1980s when Teletran 1 awakened them within their crashed 
  ship, the Ark. 
  During the million-year sleep, the planet experienced two notable shifts. The 
  first shift, as a result of Vok tampering, seeded the planet with literal tons of 
  unstable Energon crystals, creating a dangerous battlefield fraught with Energon 
  Surges upon which the Maximals and Predacons waged the Beast Wars. 
  Following the destruction of the artificial Vok moon in orbit around Earth, 
  much of the unstable Energon was destroyed, and Vok technology (and the 
  Quantum Surge) unleashed hybridizations of mechanical and organic science 
  upon the planet. At this point of pre-history, heroic forces must protect the 
  beginnings of humanity, and the slumbering Autobots, from the depredations of 
  their enemies who would see history undone.  
  Junk  
  Junk is not really a planet in the normal 
  sense of the word, but rather, a landfill in space 
  that has accumulated enough mass to be held 
  together by gravity. Junk is the home of the lost Autobot clan, the Junkions, and 
  is a marvelous place to make repairs, often providing a bonus to such actions. 
   
   
  
  62 
  Nebulos  
  Nebulos is an advanced world where 
  powerful technology rests in the hands of the 
  Hive, a group of deranged organic humanoids 
  who terrorize and enslave the other members 
  of their race. It is on Nebulos that Binary-
  Bonding technology was discovered, and many other advances in Transformer 
  science come from the brilliant minds upon the Energon-rich planet of Nebolus. 
  Nebulos is a very old world, and it is covered in dense jungles populated by hostile 
  organic and inorganic predators. 
  Quintessa  
  An 
  artificial 
  spiral-shaped 
  world, 
  Quintessa is the home of the Quintessons, 
  cruel masters of the Sharkticons and their 
  other mad inventions. The Quintessons are alleged to have been the original 
  creators of the Transformers and the magnificent computer Vector Sigma that 
  gives birth to their Sparks, so it is truly staggering what unknown mysteries their 
  planet might hold. In 2006, Quintessa is destroyed—or at least it appears to be 
  so.  
   
  
  63 
  Resources 
  The TFRPG project is not without many, many people to thank. The following 
  resources were invaluable in the compilation of this game and deserve your 
  patronage: 
   
  Wikipedia (World information) 
   
  Pixelsagas.com (Fonts) 
   
  TFwiki.net (Tons of information about all things TF) 
   
  Lulu.com (Printing services) 
   
  Dreamwave Comics’ Transformers: More than Meets the Eye guidebook series 
  (a terrific tangible resource for character information) 
   
  Jlschwennen.wordpress.com (my blog, where this project starts, ends, and lives) 
   
  Aspiring Narrators may want to check out the following critical resources: 
   
  Gamemastering (a terrific manual on how to run RPGs, produced by 
  vagrantworkshop.com) 
   
  The 1980s Transformers animated series, Seasons 1-4. If you haven’t watched 
  these, your job is very hard. 
   
  Transformers: The Movie. This 1986 animated film is the best resource for this 
  game, period. Watch it every day—you’ll be glad you did. 
   
   
   
  
  64 
  Blank Character 
  Name:  
  Affiliation: a C d n p R   
  Modes:  
  Power Die:  
  Class:  
  Sub-Class:  
  Core 
  Specs: 
  Processors 
   
  Response 
   
  Sensors 
   
  Targeting 
   
  Robot 
  Specs: 
  Agility 
   
  Armor 
   
  Firepower 
   
  Strength 
   
  Mech-
  Animal 
  Specs: 
  Agility 
   
  Armor 
   
  Firepower 
   
  Strength 
   
  Organic 
  Specs: 
  Agility 
   
  Toughness 
   
  Projectile 
   
  Strength 
   
  Vehicle 
  Specs: 
  Maneuverability 
   
  Armor 
   
  Firepower 
   
  Speed 
   
  Stationary 
  Specs: 
  Adaptability 
   
  Armor 
   
  Firepower 
   
  Utility 
   
  Skill Drivers 
   
  Spark Traits 
   
  Energon Capacity 
   
  Notes: 
   
   
  Dormancy Rating 
   
   
  
  65 
  Appendix 
  If you are at all like the author of this book, you like to have a book in your hands, 
  not just on your screen. Since it would be wrong (and illegal) for the author to print 
  this book and charge you for the product, since he does not own the IP for 
  Transformers in any way, this appendix contains the directions required to print 
  it yourself at a fabulous online printing company, Lulu (lulu.com). 
  1. Go to lulu.com and create an account/sign in 
  2. Click CREATE, then PRINT BOOK, then START A PRINT BOOK 
  3. Click STANDARD PAPERBACK. For Binding click PERFECT BOUND 
  PAPERBACK. For Interior Print click BLACK & WHITE ON WHITE. For 
  Product Size click COMIC BOOK. Then click MAKE THIS BOOK. 
  4. For Working Title, enter: Transformers: The Role-Playing Game, for 
  Author enter: Jeremiah Schwennen, and select MAKE AVAILABLE ONLY 
  TO ME, click SAVE & CONTINUE 
  5. Upload this file and create a cover of your choosing (or use the one from 
  where you got this file…) by following the rest of the steps in Lulu’s easy 
  user interface. 
   
  Please remember: This book CANNOT BE SOLD OR USED TO 
  GENERATE PROFIT IN ANY FORM. 
   
   
  
  66 
  Version History 
  1.0: Original release of complete rules. 60 pages. 8-26-2012 
  2.0: Release of fully updated rules. Added Beast Era content and 
  expanded/corrected almost everything, most notably re-balancing in 
  Prioritization on Classes and Sub-Classes and adjustment of click costs in 
  combat. 66 pages. 7-1-2015 
   
   
   
   
   
   
   
  A Note on Revisions: If you have suggestions or requests for revision or 
  expansion 
  for 
  TFRPG, 
  please 
  send 
  those 
  thoughts 
  to 
  nightcandleimaginations@gmail.com or leave comments on the TFRPG 
  hosting page at jlschwennen.wordpress.com/writing-projects/tfrpg 
   
  
SOURCE: textdata/thevault/Collections/Anime & Cartoon RPGs/1) Related to Specific Anime or Cartoon/Transformers/Transformers SCALE/Transformers RPG v2.0 SCALE.pdf