TEXT: Transformers: 
  The Role-Playing Game 
   
  A N 
  A Scale System RPG 
  By Jeremiah L. Schwennen 
   
   
  
   
   
  Table of Contents 
   
  Introduction  
   
  3 
  Game Concepts 
   
  5 
  History 
   
   
  7 
  Creating Characters 
  9 
  Clases 
   
   
  17 
  Sub-Classes 
   
  23 
  Sample Characters 
  31 
  Action Mechanics  
  38 
  Unusual Dangers  
  50 
  Worlds 
   
   
  53 
  Resources  
   
  57 
  Blank Character  
  58 
  Appendix 
   
   
  59 
  Version History  
  60 
   
  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 Nightcnalde 
  Imaginations, © 2012 
  Reproduce and distribute as you wish, provided this disclaimer is included in all copies. 
  Credit where credit is due, after all. 
  
   
   
  Introduction 
   
  The Transformers RPG 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. 
  What makes these Autobots and Decepticons unique—what has 
  captured the imagination of the world for 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 small “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, Char, and the various other planets of the 
  Transformers universe.  
  
   
   
  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. 
  
   
   
  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 measured statistics 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 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. Fast 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. 
  
   
   
  History 
   
  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 come of their homeworld during their millennia of sleep. 
  For 20 years the Autobots battle 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 rose when old leaders fell, and the 
  Autobots finally recovered Cybertron, driving the Decepticons, under the 
  command of the mysterious Galvatron, to a secondary base on the 
  planet Char. 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? 
  
   
   
  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. 
  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 minimum Priority that must 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 E. 
  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 minimum Priority that must 
  be assigned to the Sub-Class category to qualify for that specific Sub-
  Class. Most Transformers fall under the Standard Sub-Class, which can 
  be obtained with Priority D. 
  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 forms. 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 
  4 
  B 
  40 
  5 
  3 
  C 
  32 
  3 
  2 
  D 
  24 
  2 
  1 
  E 
  16 
  1 
  0 
   
  Specifications 
  Each mode of a Transformer’s body has 4 physical specifications, 
  and all modes share a set of core specifications. These specifications 
  are rated from 0 to 10, with numbers at both extremes being largely 
  uncommon. 
  When assigning points to Specifications, points are spent on Core 
  Specifications first. Any points remaining 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. 
  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. 
  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. 
  Vehicle Mode Specifications 
  ARMOR. The measure of a Transformer’s ability to resist damage. 
  FIREPOWER. The measure of a Transformer’s ability to deal 
  damage at range. 
  
   
   
  MANEUVERABILITY. The rating that determines the handling 
  cpaabilities of a Transformer’s vehicle mode. Maneuverability is used to 
  ram, to dodge, and to perform difficult maneuvers while in vehicle mode. 
  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. 
  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. 
  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 common 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. 
  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 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 unconscious 
  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.  
  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. 
   
   
  
   
   
  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 
  Required Priority: A-D 
  Exemplar: Alpha Trion 
  An Anachronist is a Transformer who, for some reason, does not possess 
  an Alternate Mode. Strictly a living robot of impressive size, Anachronists are 
  uncommon but do still exist on Cybertron and on distant worlds. 
  Advantages: An Anachronist has a d8 Power Die and automatically has 
  3 more Skill Driver points than character creation would usually provide. 
  Disadvantages: An Anachronist does not have the Transformation Cog 
  function and thus cannot choose to assign damage to this function. 
  City Master 
  Required Priority: A 
  Exemplar: Metroplex 
  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.   
  Advantages: A City Master has a d20 Power Die and is a Siege Damage 
  Class entity, which makes them very powerful. 
  Disadvantages: A City Master cannot use the Mass-Shifting Spark Trait 
  and is often too big to be involved in adventures. 
   
  
   
   
  Combiner 
  Required Priority: A-B 
  Exemplar: Constructicons 
  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). Highly powerful when combined, Combiners are otherwise no different 
  from Default Transformers on their own. 
  Advantages: A Combiner uses a d8 Power Die and has access to the 
  Merge action. When merged, players of a Combiner team democratically 
  control the Gestalt. The Gestalt uses the average of all component robot 
  mental 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 12). 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. Energon points within and Damage done to a Gestalt 
  do not transfer to individual robots, nor does their damage or reduced Energon 
  supply transfer to the Gestalt when combining.  
  Disadvantages: 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. 
  
   
   
  Default 
  Required Priority: A-E 
  Exemplar: Bumblebee 
  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. 
  Advantages: A Default uses a d8 Power Die. 
  Disadvantages: None. 
  Deployer 
  Required Priority: A-E 
  Exemplar: Ravage 
  A Deployer is a Transformer who possesses two modes: 1 ambulatory 
  (robot or mechanical animal) and 1 stationary. Deployers are bonded to a 
  Deployer Master (see SUB-CLASSES) and are stored, in their stationary mode, 
  within the Deployer Master’s Space-Folding Spark Trait. 
  Advantages: A Deployer uses a d4 Power Die and assigns a Priority of E 
  to all categories at character creation except Skill Drivers, which may be 
  assigned a C. 
  Disadvantages: Deployers are essentially servants to their Deployer 
  Master and, considering their small Power Die, make unsatisfying player 
  characters. 
  
   
   
  Duocon 
  Required Priority: A-D 
  Exemplar: Battletrap 
  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. 
  Advantages: A Duocon uses a d8 Power Die in robot mode and d6 
  Power Die in vehicle modes. This character becomes two independent entities 
  when in vehicle mode. The Vehicle modes have different Specifications. When 
  dividing, the Transformer splits its Energon points between the two modes 
  however the player wishes. 
  Disadvantages: Instead of using a Transform action to change modes, 
  the robot mode must use Split to become vehicles, while both vehicles must 
  use the Merge action to return to robot mode. Any damage sustained when 
  split is transferred to the combined robot mode. Duocons are prone to 
  schizophrenic attacks when they spend too much time separated. 
  
   
   
  Microcombiner 
  Required Priority: A-D 
  Exemplar: Astro Squad 
  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 another Microcombiner to create a whole vehicle. While in vehicle 
  form, the two Microcombiners share command of the vehicle mode with both 
  personalities active. 
  Advantages: A Microcombiner, like all Micromasters, uses a d6 Power 
  Die in robot mode. In combined vehicle mode, the pair use a d8 Power Die and 
  can mix-and-match mental Specifications at will. When creating the character, 
  determine if your Microcombiner is a Front or a Rear. Front Microcombiners 
  only assign 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. 
  Disadvantages: Microcombiners must use the Split and Merge actions 
  instead of the Transform action. Any damage sustained when merged is 
  transferred to the separated robot modes. While powerful in vehicle mode, 
  Microcombiners are extremely dependent on their partners to provide that 
  utility—individually they often suffer from inferiority complexes. 
   
  
   
   
  Triplechanger 
  Required Priority: A-C 
  Exemplar: Blitzwing 
  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. 
  Advantages: A Triplechanger uses a d8 Power Die. 
  Disadvantages: Triplechangers are exceedingly protective of their 
  Transformation Cog and may not assign damage to this function until 4 other 
  functions have been disabled. 
   
  
   
   
  Sub-Classes 
   
  Transformers all belong to a Sub-Class. When building a 
  Transformer, the second step is to select what Sub-Class your 
  Transformer will belong to. 
  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 
  Required Priority: A-B 
  Exemplar: Rollout 
  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 is built as a Class: Deployer, Sub-Class: Standard 
  character with a maximum of 2 points each assigned to all mental 
  Specifications. Action-Master partners are subservient characters (always 
  under the control of the Action Master player). 
  
   
   
  Advantages: An Action Master adds 2 to all of its physical Specifications, 
  to a maximum of 10. The player should maintain a second character sheet for 
  the Action Master partner. 
  Disadvantages: None. 
  Deployer Master 
  Required Priority: A-B 
  Exemplar: Soundwave 
  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 may be subservient 
  (under the control of the Deployer Master’s player) or may be independent 
  characters. 
  Advantages: A Deployer Master gains the Spark Trait: Space-Folding for 
  free. The player should maintain character sheets for up to two Class: Deployer 
  characters and may maintain up to 4 at the Narrator’s discretion. 
  Disadvantages: None. 
  Firecon/Monsterbot 
  Required Priority: A-C 
  Exemplar: Cindersaur 
  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 is particularly good at bypassing enemy armor and 
  can have unfortunate collateral damage effects on the surrounding battlefield. 
  Advantages: A Firecon adds 2 to its Firepower rating in its non-robot 
  modes. Non-robot mode Engage Firepower actions are made against the 
  target’s Armor -2. 
  Disadvantages: None. 
  
   
   
  Headmaster 
  Required Priority: A-B 
  Exemplar: Highbrow 
  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 built as a 
  Class: Deployer, Sub-Class: Standard character with a maximum of 2 points 
  each assigned to all physical Specifications and no alternate mode (there is no 
  need to create stats for their mode as a head). Headmaster partners are 
  subservient characters (always under the control of the Headmaster player). 
  Advantages: A Headmaster can use the Skill Drivers of its partner as 
  long as it is in physical contact with its partner. When in robot mode, a 
  Headmaster can add the mental Specifications of its partner to its own. The 
  player should maintain a character sheet for the Headmaster partner. 
  Disadvantages: Headmaster partners are not robots, and thus take 
  damage like organics—when they have taken 4 damage, they die. A dead (or 
  absent) Headmaster partner prevents the character from changing to robot 
  mode. 
  Macromaster 
  Required Priority: A 
  Exemplar: Omega Supreme 
  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. 
  Advantages: A Macromaster uses a d10 Power Die and operates at the 
  Massive Damage Class. 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). 
  Disadvantages: Macromasters have a Dormancy Threshold of 30. 
  Macromaster vehicle modes are typically only “disguises” in specialized 
  situations—giant space rockets and aircraft carriers only belong in certain 
  places! 
  Micromaster 
  Required Priority: A-E 
  Exemplar: Tailwind 
  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. 
  Advantages: A Micromaster uses a d6 Power Die has a Dormancy 
  Threshold of 5. 
  Disadvantages: No matter how much Energon a Micromaster 
  possesses, it may never use Energon to Enhance its Damage Class beyond 
  Massive. 
  Omnibot 
  Required Priority: A-C 
  Exemplar: Camshaft 
  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. 
  
   
   
  Advantages: 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. 
  Disadvantages: None. 
  Powermaster 
  Required Priority: A-B 
  Exemplar: Slapdash 
  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 built as a 
  Class: Deployer, Sub-Class: Standard character with no alternate mode (there 
  is no need to create stats for their mode as an engine). Powermaster partners 
  are subservient characters (always under the control of the Powermaster 
  player). 
  Advantages: A Powermaster can use its Energon supply to pay for 
  Empowering Tasks for its partner. Powermaster partners regenerate one 
  Energon per hour naturally. The player should maintain a character sheet for 
  the Powermaster partner. 
  Disadvantages: Powermaster partners are not robots, and thus take 
  damage like organics—when they have taken 4 damage, they die. A dead (or 
  absent) Powermaster partner prevents the character from changing to robot 
  mode. 
   
  
   
   
  Pretender 
  Required Priority: A-C 
  Exemplar: Skullgrin 
  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. 
  Advantages: A Pretender’s shell can, at the player’s discretion, add 2 
  points to either Firepower OR Armor. Additionally, if an Autobot Pretender has 
  the Mass-Shifting Spark Trait, he can pass as a human while his shell is active. 
  Decepticons gain the Skill Driver: Intimidation 2 while their shells are active. 
  Disadvantages: A Transformer may not use their Unique Ability Spark 
  Trait while their Pretender shell is active. 
  Standard 
  Required Priority: A-D 
  Exemplar: Jazz 
  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. 
  Advantages: None. 
  Disadvantages: None. 
  
   
   
  Targetmaster 
  Required Priority: A-B 
  Exemplar: Missfire 
  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 built as a Class: 
  Deployer, Sub-Class: Standard character with a maximum of 2 points each 
  assigned to all core Specifications and no alternate mode (there is no need to 
  create stats for their mode as a gun). Targetmaster partners are subservient 
  characters (always under the control of the Targetmaster player). 
  Advantages: A Targetmaster can use the Skill Drivers of its partner as 
  long as it is in physical contact with its partner. When in robot mode, a 
  Targetmaster can add the Firepower and Targeting ratings of the 
  Targetmaster partner to the Targetmaster’s own. The player should maintain a 
  character sheet for the Targetmaster partner. 
  Disadvantages: Targetmaster partners are not robots, and thus take 
  damage like organics—when they have taken 4 damage, they die. A dead (or 
  absent) Targetmaster partner causes a Targetmaster in robot mode to modify 
  its Firepower and Targeting Specifications by -2. 
  Throttlebot 
  Required Priority: A-C 
  Exemplar: Goldbug 
  The Throttlebot process grants a Transformer the ability to drastically 
  reduce the amount of time required to transform between modes. 
  Advantages: A Throttlebot’s Transform/Change Modes action costs 
  only 1 Click rather than 3. 
  Disadvantages: None. 
  
   
   
  Triggerbot 
  Required Priority: A-C 
  Exemplar: Backstreet 
  The Triggerbot process grants a Transformer the ability to share his full 
  weapons complement between robot and vehicle modes. 
  Advantages: A Triggerbot need only assign character creation points to 
  one of his modes’ Firepower ratings—that rating transfers amongst all modes. 
  Disadvantages: None. 
   
   
   
  
   
   
  Sample Characters 
   
  Below you will find several sample Transformers from the classic 
  continuity, built using TFRPG rules. 
  Name: Optimus Prime 
  Affiliation: Autobot 
  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: 
  Armor 
  9(11) 
  Firepower 
  3(5) 
  Maneuverability 
  6(8) 
  Speed 
  6(8) 
  Skill Drivers 
  Leadership 3 
  History 2 
  Spark Traits 
  Space-Folding 
  Unique Ability 
  Energon Capacity 
  40 (50) 
  Notes: 
  Unique Ability is the 
  Matrix of Leadership, 
  which 
  grants 
  all 
  parenthetical 
  values 
  for 24 hours when 
  activated. 
  Space-Folding 
  represents 
  semi 
  trailer’s 
  ability 
  to 
  vanish at will. 
  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, he is easily built using the following priorities: Specs(A), 
  Skills(B), Spark(C), Sub-Class(D), Class(E). 
   
  
   
   
  Name: Megatron 
  Affiliation: Decepticon 
  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 2 
  History 1 
  Science 2 
  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), Skills(B), Spark(C), Sub-Class(D), Class(E). 
   
   
   
  
   
   
  Name: Grimlock 
  Affiliation: Autobot (Dinobot) 
  Modes: Robot, Mech-Animal (T-Rex) 
  Power Die: d8 
  Class: Default 
  Sub-Class: Monsterbot 
  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 
  Demolition 2 
  Weapon 2 
  Spark Traits 
  Gravity-
  Shunting 
   
  Energon Capacity 
  40 
  Notes: 
  As 
  a 
  Monsterbot 
  (Firecon), 
  Grimlock 
  uses 
  parenthetical 
  Firepower 
  value 
  when in T-Rex mode. 
  And 
  treats 
  target 
  Armor 
  as 
  -2. 
  Grimlock’s 
  Weapon 
  Skill Driver is meant 
  to 
  represent 
  his 
  teeth in T-Rex mode. 
  Dormancy Rating 
  16 
  Not actually a Monsterbot 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), Skills(B), Sub-
  Class(C), Spark(D), Class(E). 
   
   
   
   
   
  
   
   
  Name: Starscream 
  Affiliation: Decepticon 
  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: 
  Armor 
  3 
  Firepower 
  6 
  Maneuverability 
  4 
  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), Spark(D), 
  Class(E). Note that he used a higher priority for his Sub-Class than 
  
   
   
  necessary. Why? Because he didn’t need any other Spark Traits, 
  actually. 
   
  Name: Arcee 
  Affiliation: Autobot 
  Modes: Robot, Vehicle (Cybertronian Car) 
  Power Die: d8 
  Class: Default 
  Sub-Class: Headmaster 
  Core 
  Specs: 
  Processors 
  6 
  Response 
  5 
  Sensors 
  6 
  Targeting 
  7 
  Robot 
  Specs: 
  Agility 
  8 
  Armor 
  4 
  Firepower 
  7 
  Strength 
  5 
  Vehicle 
  Specs: 
  Armor 
  6 
  Firepower 
  2 
  Maneuverability 
  8 
  Speed 
  8 
  Skill Drivers 
  Training 1 
  Repair 2 
  Spark Traits 
  None 
  Energon Capacity 
  40 
  Notes: 
  Binary-Bonded 
  to 
  Daniel (see 
  below). 
  While in Robot mode, 
  Arcee 
  can 
  use 
  Daniel’s Skill Drivers 
  and Core Specs. 
  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: Specs(A), Sub-Class(B), Skills(C), Class(D), Spark(E). Again, 
  note the unnecessarily high Priority assigned to Class to reflect the fact 
  Arcee doesn’t need any Spark Traits. 
   
   
   
   
  
   
   
  Name: Daniel 
  Affiliation: Autobot 
  Modes: Organic Human, Head 
  Power Die: d4 
  Class: Deployer 
  Sub-Class: Standard 
  Core 
  Specs: 
  Processors 
  3 
  Response 
  3 
  Sensors 
  2 
  Targeting 
  2 
  Human 
  Specs: 
  Agility 
  2 
  Armor 
  2 
  Firepower 
  1 
  Strength 
  1 
  Skill Drivers 
  Racing 2 
  History 1 
  Spark Traits 
  None 
  Energon Capacity 
  20 
  Notes: 
  Binary-Bonded 
  to 
  Arcee. Organic (4 
  damage=Dead). 
  Dormancy Rating 
  8 
  Daniel is a Headmaster partner—not powerful and not very interesting, 
  but he makes Arcee a bit cooler when he’s with her! 
  Name: Laserbeak 
  Affiliation: Decepticon 
  Modes: Mech-Animal (Condor), Cassette 
  Power Die: d4 
  Class: Deployer 
  Sub-Class: Standard 
  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 
  None 
  Energon Capacity 
  20 
  Notes: 
  Bonded to Deployer-
  Master (Soundwave). 
   
  Dormancy Rating 
  8 
  Laserbeak is one of Soundwave’s Deployers—not powerful on his own but 
  decent at his intended purpose. Note that Laserbeak, as a Deployer, is 
  
   
   
  not really built to stand up to a full-size Transformer in a fight. Also note 
  that omitted stats for Lazerbeak’s cassette mode. If it comes up, it’s 
  Adaptability 1, Armor 1, Firepower 0, Utility 4. 
  Name: Soundwave 
  Affiliation: Decepticon 
  Modes: Robot, Stationary (Cassette Deck) Power Die: d8 
  Class: Default 
  Sub-Class: Standard 
  Core 
  Specs: 
  Processors 
  7 
  Response 
  7 
  Sensors 
  8 
  Targeting 
  6 
  Robot 
  Specs: 
  Agility 
  4 
  Armor 
  4 
  Firepower 
  7 
  Strength 
  5 
  Stationary 
  Specs: 
  Adaptability 
  2 
  Armor 
  6 
  Firepower 
  2 
  Utility 
  10 
  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: Specs(A), Sub-Class(B), 
  Skills(C), Spark(D), Class(E). A deliberate game design decision was made 
  to omit Soundwave’s Unique Ability: Telepathy. Perhaps he can buy that 
  when next he upgrades? 
  
   
   
  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 determind 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. 
  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 Char) 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. 
   
  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 
  
   
   
  Combat 
  Combat only differs from any other set of tasks or actions in the 
  sense that it happens with a greater feeling or 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.  
  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. 
   
   
   
  
   
   
  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!    
  
   
   
  Sample Action Chart 
  Action 
  Clicks 
  Description 
  Activate 
  Unique Ability 
  1 
  Allows a Transformer to engage their Unique Ability Spark 
  Trait 
  Communicate 
  1 
  Allows a Transformer to verbally or electronically 
  communicate a reasonable amount of dialogue 
  Deploy/ 
  Recall 
  2 
  Allows a Deployer Master to eject a Deployer into an 
  adjacent zone, where it gets only as many Clicks this round 
  as the Deployer Master has remaining after taking this 
  action. Recall simply deactivates the Deployer and 
  removes it from the field of battle 
  Engage 
  Firepower 
  1 
  Requires successful Target Lock. Roll Firepower vs. Target 
  Armor. Success deals damage 
  Engage in 
  Close Combat 
  3 
  Requires zone adjacency. Roll Strength vs. Target Armor. 
  Success deals damage 
  Engage 
  Sensors 
  1 
  Roll Sensors vs. Difficulty Number. Allows a Transformer to 
  notice, spot, or search their surroundings 
  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 
  
   
   
   
  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 Armor vs. Target Stat 2. Success deals 
  damage to target, failure deals damage to this 
  Transformer 
  Separate 
  2 
  Allows a Gestalt to return to its Combiner or Micromaster 
  Combiner 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 Stat 2. 
  Success allows Engage Firepower actions to be taken by 
  this Transformer against the target 
  Transform/ 
  Change Mode 
  3 
  Allows a Transformer to switch between any two of his 
  prescribed modes 
   
   
  
   
   
  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 or levels—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). 
  Organics (living beings, such as humans) do not have Functions. 
  Instead, they are assumed to be able to take damage 4 times. After 
  taking damage for the second time, all of their Specifications are halved 
  (rounded down) until they are fully healed. Taking damage a fourth time 
  results in the immediate and permanent death of the life form. 
   
   
   
   
  
   
   
  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 
  half, rounded down. 
  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 half, 
  rounded down. 
  Plasma Conduit 
  12 
  Damage to the Conduit Function will reduce a 
  Transformer’s Firepower rating by half, 
  rounded down. 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 half, rounded down. 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 half, rounded down. 
  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 half, 
  rounded down. 
   
  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 Firepower, Strength, 
  and Armor 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 and Gestalt Entities 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 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. 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 when your current Energon is equal to or less than your 
  Dormancy Threshold, your Transformer shuts down until someone 
  Bestows Energon upon him (a free action when in zone adjacency if 
  performed in combat) 
  
   
   
  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 an attack from a 
  being within your Damage Class that would otherwise deal damage. 
  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 class to the next lower 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). 
  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 a slight 
  disadvantage. If for some reason the Energon cost of the upgrade would 
  push the Transformer below its Dormancy Threshold, the Upgrade 
  cannot be taken and the opportunity to upgrade is lost. 
  Upgrade cannot push a Transformer’s Specifications past a 10 
  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) 
  20 
   
  
   
   
  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 will 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, can take 4 damage and have no 
  Functions—instead they reduce Specification ratings by half, rounded 
  down, when they take 2 damage and die when they take 4. They use 
  Core and Robot specifications, although they may call them by different 
  names (Processors might be Intelligence, for instance). 
  Large organics, of a similar scale to a Transformer, can take 8 
  damage. Each time a large organic takes damage, it chooses one 
  
   
   
  Specification to reduce by half, rounding down. When the eigth damage 
  is taken, the lartge organic dies. Like with small organics, Specifications 
  may have differnet names, but they will generally have the same typical 
  attributes as a Transformer’s Core and Robot 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, below). 
  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.  
  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! 
  
   
   
  Worlds 
   
  Most Transformers adventures take place on either Earth or 
  Cybertron, with Quintessa, Chaar, Junk, and Nebulos appearing less 
  frequently. 
  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. 
  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 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 enf 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, Chaar, and Junk are considered Standard 
  Difficulty worlds, while Nebulos, Cybertron, 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. 
  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. 
  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. 
  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. 
  Nebulos 
  Nebulos is an advanced world where the 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 and 
  Energon-rich planet of Nebolus. Nebulos is a very odl 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.  
  
   
   
  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. Best resource for this game, period. Watch 
  it every day—you’ll be glad you did. 
   
  
   
   
  Blank Character 
  Name:  
  Affiliation:      a  n 
  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 
   
  Vehicle 
  Specs: 
  Armor 
   
  Firepower 
   
  Maneuverability 
   
  Speed 
   
  Stationary 
  Specs: 
  Adaptability 
   
  Armor 
   
  Firepower 
   
  Utility 
   
  Skill Drivers 
   
  Spark Traits 
   
  Energon Capacity 
   
  Notes: 
   
   
  Dormancy Rating 
   
   
   
   
   
  
   
   
  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 PUBLISH, then BOOKS, then START PUBLISHING 
  3. Click MAKE PAPERBACK BOOK 
  4. For Working Title, enter: Transformers: The Role-Playing Game, 
  for Author enter: Jeremiah Schwennen, and select KEEP IT 
  PRIVATE AND ACCESSIBLE ONLY TO ME, click SAVE & 
  CONTINUE 
  5. For paper select STANDARD. For size select TALL then COMIC 
  BOOK. For binding select PERFECT BOUND. For color select 
  BLACK AND WHITE PRINTING, click SAVE & CONTINUE 
  6. Upload this file and create a cover of your choosing 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. 
  
   
   
  Version History 
   
  0.0: Original release of complete rules. 60 pages. 8-26-2012 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  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/Deduped  Shit/Old Editions/Transformers RPG v0.0 SCALE.pdf