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Transformers Technorganic Secrets

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91% found this document useful (11 votes)
14K views178 pages

Transformers Technorganic Secrets

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otakulrd86
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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TECHNORGANIC SECRETS

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Maximals, Maximize!
With the power of the Technorganic Secrets at your
fingertips, your adventures are ready to leap into the Beast
Wars or dive into animal forms for your Autobots and
Decepticons. With signature characters like Optimus Primal,
Blackarachnia, Grimlock, Tankor, and Megatron at the ready,
you have a full cast of characters to play some of the best
stories the Transformers Roleplaying Game can offer!
Inside this book, you’ll find:
• New origins and influences for Cybertronians
who take the forms of beasts, including Fuzor
combinations, and how to unlock the power of
Transmetal forms!
• Threat Stats and Contacts for key characters who
call the Maximals, Dinobots, Predacons, Vehicons,
and other teams home. Explore what-if scenarios
with Deviations of signature characters!
• 13 new General Perks, 5 new weapons, new
shields, and pet companion rules mean that your
Cybertronian won’t be alone in their adventures on
unfamiliar planets.
• Guidance for creating Beast Wars-style campaigns
with a limited recurring cast of characters, exploring
alien worlds, and facing Quantum Surge events that
threaten reality!

Technorganic Secrets requires the


Transformers Roleplaying Game Core
Rulebook to use.

14+

LOT# 102924-01 $45.00


ISBN 978-1-957311-69-2
54500> renegadegames.com
/PlayRGS @PlayRenegade @Renegade_Game_Studios /RenegadeGameStudios
Manufacturer: Renegade Games, LLC. 306N West El Norte Parkway #325, Escondido, California 92026. Importers:
Renegade France 52 Avenue Pierre Semard 94200 Ivry sur Seine France. P:+33 (0)1 77 37 60 47. Renegade Games,
LLC. Solar House 915 High Road London, London, England N12 8QJ.
Game Rules are © 2024 Renegade Game Studios. All Rights Reserved. TRANSFORMERS and HASBRO and all
related trademarks and logos are trademarks of Hasbro, Inc. ©2024 Hasbro.
9 781957 311692 Made in China.

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TECHNORGANIC
SECRETS

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TECHNORGANIC SECRETS
A SUPPLEMENT FOR THE
TRANSFORMERS ROLEPLAYING GAME

Authors: Chirag Asnani, Carrie Carney, Jim Deely, RENEGADE GAME STUDIOS
Andrew E.C. Gaska, Ian Gould, Adrián Mejia, President & Publisher: Scott Gaeta
Brandon Perdue, Erin Roberts, Jim Sorenson, Kris Finance Controller: Robyn Gaeta
Strader, and E.L. Thomas Vice President of Operations: Leisha Cummins
Developer: Megan Boatright with Ben Heisler Vice President Sales: Andrew Lupp
Senior Producer, Board & Card Games:
Producer: Kevin Schluter
Dan Bojanowski
Art Director: Sarah Robinson Producer, RPGs: Kevin Schluter
Cover Artist: Setiawan Fajareka Associate Producer, Board & Card Games:
Illustrators: Humblle Squid Creatives, Ksenia Kane Klenko
Kozhevnikova, William O’Brien, Mirco Paganessi, Associate Producer, Heroscape: Lee Houff
Pixoloid Studios, and Hasbro provided art Associate Producer, RPGs: Ben Heisler
Graphic Designers: Matthew Fisher Director of Visual Design: Anita Osburn
Editor: Megan Boatright Creative Director, Games: Jeanne Torres
Cultural Consultant: Helen Gould
Creative Director, RPGs: Sarah Robinson
Senior Game Designer: Matt Hyra
Transformers Lore Consultant: Jim Sorenson
Game Designers: Alex Davy,
Proofreader: Scott Thomas Dyllan Fernandez, Dan Blanchett,
Christopher Chung, & Sarah Rowan
TEAM HASBRO: Lead Developer, World of Darkness:
Elizabeth Artale, Paul Strickland, Tayla Reo, Brian Juhana Pettersson
Casentini, Kaiser Ramos and Christopher Troise Playtest Coordinator: Marcus E. Burchers
Marketing Manager: Jordan Gaeta
E-Commerce Manager: Nick Medinger
Event Manager: Sara Erickson
Organized Play Manager: Trevor McGregor
Project Manager: Rachel Del Rio
Customer Service Manager: Jenni Janikowski
Finance Specialist: Madeline Minervini
Creative Production: Noelle Lopez &
Gordon Tucker
Customer Service: Bethany Bauthues
Community Coordinator: Anais Morgan
Sales & Marketing Coordinator: Sophia Gambill
Community Specialist: Rina Amaranthine

Game Rules are © 2024 Renegade Game Studios. TRANSFORMERS and HASBRO and all
related trademarks and logos are trademarks of Hasbro, Inc. ©2024 Hasbro.

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TABLE OF CONTENTS
A BRIEF HISTORY OF THE BEAST WARS 5

CHAPTER 1: WIDE AND VARIED


WORLD OF BEASTS 7
Various Types of Beast Upgrades 9
Beast Factions and Teams 12
Maximal Data Files 14
Rules Reminders 19

CHAPTER 2: CHARACTER OPTIONS 25


Influences 25
Form Influences 29
Origins 35
General Perks 45
Equipment 47

CHAPTER 3: AUTOBOTS 51
Dinobots 51
Monsterbots 76

CHAPTER 4: DECEPTICON TERRORCONS 81

CHAPTER 5: MAXIMALS 89

CHAPTER 6: PREDACONS 103

CHAPTER 7: VEHICONS 131


An Army of Drones under Megatron’s Command 131

CHAPTER 8: RUNNING A BEAST WARS


CAMPAIGN 157
What Makes a Beast Wars Campaign? 157
A Restricted Sandbox: Beast Wars Style 159
Allies, Enemies, and the Utterly Alien: NPC Populations 162
Uncanny Aliens 164
Quantum Surge Events 167
Alternate Settings For A Beast Wars Campaign 170
Example Campaign: Saviors From Another Epoch 171
Example Campaign: Keepers of the Future 173

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Need a pickup full page.

4 TRANSFORMERS: TECHNORGANIC
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INTRODUCTION

A BRIEF HISTORY OF THE BEAST WARS


Excerpted from Cheetor’s Address to the CTC Fleet Academy

The Beast Wars started when Megatron — not Decepticreep Megatron, the Pred-head version—stole
the Golden Disk and tried to use it to change history so his ancestors would come out on top. He
transwarped to ancient Earth, only we didn’t know it was ancient Earth at first. Ya see, there were too
many moons, and Energon crystals everywhere, and more alien artifacts than you could comfortably
shake an Energon stick at! And me and my fellow Maximals followed him in our ship, the Axalon. We all
got stranded, and because of the Energon radiation basically everywhere, we couldn’t function in our
Bot Modes for long. So naturally we did what Cybertronians always do and adopted forms based on the
local environment to blend in and survive. In this case, that meant Beast Modes. We Maximals clashed
with the Predacons a bunch, yada yada yada, and eventually we saved the day once and for all! The end.

Ok, from the sea of confused faces, I think maybe I need to back it up a bit and go into a LOT more
detail on a whole bunch of the specifics. That’s ok, this tabby don’t mind.

Welcome to Technorganic Secrets, a Transformers • Chapter 5: Maximals — The scientists-turned-


Roleplaying Game sourcebook. This book contains heroes (and some Predacon defectors) of the
everything players need to build characters with Maximal Faction are represented here, from
Technorganic Alt Modes, Transmetal upgrades, Botanica to Optimus Primal in his sky-surfing
enigmatic Fuzors, and other beastlike bots built gorilla Alt Mode.
for natural environments. GMs will find detailed • Chapter 6: Predacons — Megatron’s splinter
campaign ideas and broad thematic guidance to run group of Predacons are worthy antagonists and
adventures in a Beast Wars setting or another isolated, potential allies!
alien world, or to shake up existing campaigns with • Chapter 7: Vehicons — In the twisted future where
time travel and other reality-altering effects. Megatron reigns supreme over Cybertron, the
In this book, you’ll find: Vehicon generals and their armies of Drones take
on any challenge to their master’s rule.
• Chapter 1: The Wide and Varied World of
Beasts — Join Cheetor and others in a spirited • Chapter 8: Running a Beast Wars
discussion about the history of the Beast Wars and Campaign — This GM-focused chapter explores
the importance of animal Alt Forms. how to run a Beast Wars campaign, from the
original’s limited sandbox style to time-traveling
• Chapter 2: Character Options — This player-
adventures and the effects of Quantum Surges!
focused section introduces the wonders of
Technorganic secrets for players, with ways to Technorganic Secrets assumes your game group
play or evolve your Cybertronian characters with already has access to the Transformers Roleplaying
Transmetals, to embrace a Beast Form, or Fuzors Game Core Rulebook. The Decepticon Directive
to take the best of two Beast Forms! is not required but strongly recommended for
• Chapter 3: Autobots — Grimlock and the those engaging in cartoon villainy. While rules
Dinobots arrive as Threats and Contacts, including for Combiners are included to use Volcanicus
their Combiner form: Volcanicus! The unruly and Abominus, groups interested in additional
Monsterbots also make their debut. Combiners should consider the Enigma of
• Chapter 4: Deception Terrorcons — Hun- Combination sourcebook as well.
Gurrr leads the ferocious Terrorcons and their
Combiner Form, Abominus, into the Transformers
Roleplaying Game as allies for Decepticon
characters or fearsome enemies for Autobots.

TRANSFORMERS ROLEPLAYING GAME: TECHNORGANIC SECRETS 5


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CHAPTER
1
THE WIDE AND
VARIED WORLD OF
BEASTS
Excerpts from Cheetor’s Address to the CTC Fleet forms, it turned out we were taking the next steps in
Academy (Continued) Cybertronian evolution.
It’s hard to believe I’m standing here on New Earth We had to learn how to handle all kinds of
after all that’s gone down between our people. I functions that we’d never even dreamt of before,
think the last time I was face to face with a human, like, well, sleep and dreaming! And eating and all
you guys were still working hard to evolve language. the rest. Rhinox, our engineering bot, had his servos
What a difference a few hundred thousand years full for a while, retrofitting our spaceship the Axalon
make, am I right? Kidding aside, I know what you’ve to handle all of our new biological functions. Did
shown up to hear about: the Beast Wars. Time for you know that once after eating too many beans he
me to spin some knowledge at’cha! actually defeated a squad of Predacons by fa—hang
on, Dean Stefan is giving me the signal to move on.
Beast Modes
Now, I get it, you guys have studied Cybertronians Energon Crystals
before, and you’re probably wondering what the This cool cat wasn’t born yesterday. I saw the
big deal is, right? I mean, Dinobots and Insecticons looks of confusion when I mentioned blocking the
have been duking it out since the mid 1980s. But Energon crystals. “Isn’t Energon a good thing?” I
here’s the thing  —  those are purely mechanical see you wondering. Normally, sure, it’s literally
forms. Grimlock turns into a giant robot T. Rex. our life blood. But too much of it can be toxic,
It’s all servos and hydraulics, tutonium casings and prehistoric Earth was CRAZY with the stuff.
and cybertonium circuitry. All the rest of ‘em, the We think an alien species called the Vok seeded it,
Terrorcons, Monsterbots, Nightshade, Hammerbyte, though of course we didn’t know that at the time.
even Titans like Trypticon or Zod, they’re basically Now, if you take the time and effort to safely refine
the same dealio. A few of ‘em actually turn into and collect it, Energon crystals can be pretty potent.
native mechanimal life from Cybertron, though But if you’re NOT careful… Ka-BOOM!
plenty more just turn into the robotic equivalent of All this Energon radiation made it really hard to
some fearsome critter from Earth, or occasionally stand around in our default modes. So most of the
someplace even more exotic. time when we’re not at base we chill out in our
The Beast Wars were totally different. At least at animal form, switching to our Bot Modes for combat
the start of the conflict, we were scanning actual or if we need to investigate something. And with
organic life, or the fossilized remnants thereof, a Beast Mode as ultra-gear as mine, sometimes I
and constructing Alt Modes made out of flesh and could take out a pesky Pred without ever leaving my
blood, not unlike yourselves. We had to; it was the fabulous feline form.
only way we could block out the effects of all the
Energon crystals. And by adopting organic alternate

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Time Travel and reptiles. That’s not a hard-and-fast rule though,
as guys like Corahda can tell you—he’s a good-guy
Yeah, you heard me right. Prehistoric Earth was snake, if you were wondering.
where the Beast Wars started. Megatron’s master
plan was to go back in time, change history, and Oh, but I haven’t even mentioned the best part.
make sure that the war between the Autobots and When a Maximal wants to switch back to robot
Decepticons turned out just the way he wanted form, we yell out “Maximize!” Predacons, on the
it to. And Transwarp Drive, which is how we other servo, use “Terrorize” as their activation code.
bounce around the galaxy when not using Space Seriously, how cool is that?
Bridge tech, can pretty much send you not only
anyWHERE but anyWHEN if you’re not careful. And Protoforms, Stasis Pods,
if Megatron — Predacon Megatron, mind you — got
his way, then Maximals like me would be under the
and Sparks
heel-struts of Predacons like him. Now you may have jumped to the conclusion
that the Axalon was some kind of patrol ship, but
He might really have done it, too. Temporal
actually we were just a survey mission for a new
paradoxes are complicated, and I don’t pretend I
potential colony world. When Megatron swiped the
can wrap my CPU around them, but changes to the
first Golden Disk, the one you guys launched into
past immediately produce changes to the future we
space back in the 20th Century, we got retasked
came from. One particularly big change produced a
with hunting down old buckethead and his rogue
ginormous temporal storm, and we had to set things
Predacons. And because we were a colony ship,
right before it blew us all away! Giga uncool. Thank
our cargo hold was full of Stasis Pods, each one
Primus Big-Bot was able to set things right. Er, that’s
containing a Protoform. Protoforms are unfinished
Optimus Primal to you.
bodies, a life-animating Spark surrounded by a
nanoswarm of living metal. Basically, a Stasis Pod
Maximals and Predacons containing a Protoform is a new Cybertronian just
You see, the Autobots and Decepticons are our waiting to happen. We took a hit while still in space
ancestors. The Great War, which you humans and Big-Bot ejected the Stasis Pods into orbit.
are all too familiar with, was such a cataclysmic From time to time they’d land, and when they did
conflict—no pun intended on the part of this we’d have to scramble like a nest of scraplets to get
handsome kitty—that our species was forced to to them before Megatron could reprogram them into
adapt to survive. Kind of a running theme. The more reinforcements for his side. Either way, the pod
next generation following in the tradition of the would make a scan of the local life forms, and soon,
Autobots, like peace and freedom and exploration, instead of a featureless silver mannequin, there’d
was the Maximals. And the Decepticons begat be a new Maximal or Predacon in the fight, if the
their own successor faction, the Predacons, who Protoform wasn’t a Sparkless blank.
believe in things like survival-of-the-fittest and
I guess you can think of Stasis Pods as kind of like
might-makes-right.
a mobile CR Chamber. Those are capsules that can
Us and the Preds are smaller and more energy- heal us from almost any damage we take, no matter
efficient than our ancestors, incorporating bits how severe. As long as our Sparks are still pulsing,
of Micromaster and Pretender tech into our a bath in a CR Chamber will get us back in action
cyberbiology. And even though we’ve managed to in no time flat. Both sides had ‘em, both sides used
keep an uneasy peace with the Predacons, tensions ‘em. A lot!
always run high, so it’s not that surprising that a
Is there a question in the back? Oh, sure, Professor
band of criminals would swipe the Darksyde and try
Three Five. Sparks are what animate us, maybe
to change the present by altering the past.
a little like the human heart? Or, I dunno, soul,
Physiologically, there aren’t really any differences maybe, if you’re inclined to be metaphysical. But
between us and the Preds, though our code-base we still have a CPU module, which is more like
isn’t completely identical. Maximals tend towards your brain. A Cybertronian needs both to live,
mammals and birds and fish for our Alt Modes, though Sparks do retain an imprint of the bot they
whereas Preds gravitate towards bugs and dinosaurs once were and can be reinstalled in a new body,

8 TRANSFORMERS ROLEPLAYING GAME: TECHNORGANIC SECRETS


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CHAPTER 1: THE WIDE AND VARIED WORLD OF BEASTS

with a new brain module. The CPU is where they Even that’s not the extent of it. Time travel being
could install a Predacon shell program to influence what it is, I’ve heard whispers of even stranger
behavior and activation codes and whatnot. And conflicts to bear the name Beast Wars. Maximals
tampering with one of Tarantulas’ shell programs and Predacons united against Autobots and
was pretty dangerous. It would have killed Decepticons in a Grand Uprising; Maximals joining
Blackarachnia if not for a Vok artifact. forces with Autobots on 21st Century Earth to fight
the Heralds of Unicron; a three way war between
Mysteries and Artifacts Maximals, Predacons, and Children of the Vok;
Predacons traveling back to the year 2000 to find
Oh, yeah. The Vok. One of the reasons we didn’t the Orb of Sigma to control the ancient Titan,
realize where and when we were was that ancient Brave Maximus.
Earth was absolutely littered with all kinds of alien
I guess my point is that just when you think you
artifacts. Standing Stones, a floating island, a Metal
know what the Beast Wars were all about, you’ll
Hunter fortress that grew from a weird plant, a
find some new wrinkle. As for me, I’m just glad I
Transmetal Driver that could upgrade our bodies,
survived the Beast Wars with my skidplate intact.
and don’t even get me started on Golden Disks! The
Questions?
Vok were mysterious aliens who were conducting
experiments on prehistoric Earth, and honestly
we never really fully understood what they were
all about. They were the ones who seeded the
Various Types of
planet with so much Energon, and every time we Beast Upgrades
encountered one of the toys they left behind, we
Round Table Discussion at the New Polyhex
were lucky to get away in one piece. Maybe they
Training Academy
were trying to influence the evolution of humanity.
Or maybe they knew Cybertronians would be Shockwave: Greetings, assembled bots of science.
drawn to Earth time and again. Who can say? We are gathered to better understand the different
Prehistoric Earth was a weird wild place, and this types of Cybertronian beast forms, and the
feline ain’t foolin’. advantages and disadvantages of each. I do not
pretend to possess the subject-matter expertise you
And Beyond command, so I shall largely serve as moderator.

And you know what’s even weirder? Prehistoric


Earth was just the beginning of the Beast Wars.
Mechanimals
After we got back to Cybertron we were confronted Sparkstalker: This whole debate is pointless. You
with endless hordes of Vehicon drones as we can’t beat a mechanimal Alt Mode for power,
battled for the soul of the planet. In our newly strength, durability.
formatted technorganic bodies we had to relearn Reptilion: Says the mechanimal.
how to transform. Rattrap hated that! The Oracle
supercomputer itself even tasked our small group Sparkstalker: Whatever, freak. You know it’s
with restoring a balance of organic and mechanical true. We turn into fully mechanical iterations of
to Cybertron. Talk about heavy! Cybertronian fauna. We’ve got all the advantages
of a machine life-form, don’t need to breathe or
Ooh! Ooh! And there were other Beast Wars eat, easy to repair, can survive the rigors of space
too! Leo Prime’s Maximals fought against a new unshielded. Powerful. Straightforward. All the great
Galvatron and his Predacons on the planet Gaia beasts, from the Dinobots to the Seacons, from
in the far future, battling over the Dark Energon Scorponok’s Headmasters to Soundwave’s cassettes,
stockpiles and control of the Mother Computer. Big had mechanimal alt forms.
Convoy’s Maximals fought Magmatron’s Predacons
for Dark Energon Capsules scattered around the
cosmos, chasing each other from planet to planet in BioGenetic Beasts
a star-hopping conflict that only ended with a giant Mindwipe: Don’t be a shortsighted fool, Firecon.
team-up against the reborn Unicron! The standard BioGenetic beast upgrade is positively
brimming with potential.

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Leatherhide: The mystic speaks true. A fully organic mechanical and organic parts are equally present in
Alt Mode may not possess the brute strength of pure each mode, although imperfectly.
machine life, but they have many other advantages. Simacore: I do not share your aims but I can
Simacore: Are you serious? Name three. appreciate your research. I was to understand that
Leatherhide: Easily. One, we are immune to the the Transmetal II upgrade was Vok technology. How
effects of Energon radiation. Two, we can refuel did you upgrade yourself and your cohort?
through metabolic activity—eating and drinking. Reptilion: With great difficulty. Fortunately, my
Three, we are far more capable of self repair. benefactor, Cryotech, is well resourced. He,
Mindwipe: Let us not forget, you are able to sleep, Frostbite, Rapticon and I are indeed fully Transmetal
dream, and access higher realms of consciousness II. And I can’t be the only one with interest in the
denied purely mechanical forms of life. Fortunately process, as Sky-Byte and his Predacon minions
my binary bond allows me access to some of have also undergone the process somehow. And
these realms. the Cyborg Beasts of Gaia share many traits with
Transmetal II technology.
Sparkstalker: What a load of Binalscrap.
Mindwipe: So what, pray tell, are the advantages?

Transmetal Beasts Reptilion: Like most Transmetals II, I possess great


strength and speed, though it can be a struggle to
Leatherhide: Fool of a Firecon. The Headmaster is control my primal impulses. Something about the
correct. And BioGenetic beasts serve as a baseline process brings out point-one-percenter traits—that is
template with many potential upgrades. The to say, truly exceptional abilities.
Transmetal form is perhaps the most obvious.
Sparkstalker: Superpowers, Predacon? What’s yours?
Simacore: Turning the beast form inside-out?
Reptilion: Heh. Hope you never find out.
Leatherhide: It’s an oversimplification of
cyberbiology but yes. A Transmetal form, which
can be caused by exposing a BioGenetic beast Fuzors
to a quantum surge, results in more mechanical Leatherhide: Do not dismiss the advantage of purely
structures in Beast Mode, with organic elements organic Alt Modes. We have yet to discuss Fuzors.
present in the Bot Mode. There’s often an Mindwipe: I’ve always found them intriguing.
in-between form as well, an upgraded beast form
more suited for travel or combat. Leatherhide: That’s because you’re a mech of
refined taste. A Fuzor is a being with an Alt Mode
Mindwipe: Has this technology spread beyond the that is the perfect blend of two different animal
initial Beast Wars of ancient Earth? forms. Silverbolt the wolf/eagle, Darksteel and his
Leatherhide: Inexorably. The warlord Shokaract bear/falcon kin, and so forth.
and his minion Cataclysm, the Four Horsemen of Reptilion: Also known as Blentrons.
the Apocalypse, the eloquent Preditron, even a lab
assistant of mine. One cannot un-honk a horn. Leatherhide: Debatable. Fuzors enjoy of the
advantage of a standard BioGenetic Alt Mode, but
Sparkstalker: Sounds more potent than a standard with combinations never found in nature.
BioGenetic form, anyway.
Reptilion: They often are. During the first of the
Beast Wars, it was unequivocally considered an
Beast Mutants
upgrade. I’ve studied the process closely and have Simacore: So that’s what you’re supposed to be?
done my best to recreate it. Mindwipe: Ignorant scraplet! Look at him. He’s
clearly a BioGenetic bat.
Transmetal II Beasts Leatherhide: Until I turn into...
Sparkstalker: So you’re one of these Transmetals? Sparkstalker: Disgusting. Now you’re a, what, an
Reptilion: Close. I am Transmetal II, another phase alligator?
in the convergence of biology and technology. My

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CHAPTER 1: THE WIDE AND VARIED WORLD OF BEASTS

Leatherhide: Correct. I am a Mutant. I convert Simacore: I am a Hybridizor. Fully mechanical in


between two animal forms with no other Alt Mode, both modes, I possess a vehicular Alt Mode, but my
though I can summon a robotic head if necessary. primary form has mechanimal elements. Orangucon
Simacore: Why in the Pit would you want in my case. It greatly enhances my mobility.
to do that? Sparkstalker: I’ve always admired Steeljaw’s Pack.
Leatherhide: … I have my reasons. They’re in the club, eh?
Simacore: Indeed. And the Autobot Sky Lynx may be
Technorganics the most famous Hybridizor… for now.
Leatherhide: Worst of both worlds.
Simacore: But Reptilion, you called yourself
imperfect. Is this abstract, or does perfection exist? Sparkstalker: That’s rich coming from you.
Reptilion: Oh, it’s no mere abstraction. Perfect
technorganic beings have been documented, Pretenders
although they are rare. Shockwave: Does that adequately summarize all
Sparkstalker: What makes them so special? major categories of Beast-related body types?
Reptilion: They are an exquisite blend of biological Mindwipe: Just about. Unless you want to count
and mechanical life, possessing both power and Pretenders.
balance in both modes. They are almost impossible Reptilion: A purely mechanical form, encased in
for fully mechanical systems to detect. a removable organic shell capable of independent
Leatherhide: Though the loss of onboard action. Indeed, Pretender technology is one of
computation abilities does present certain two technologies most directly responsible for the
challenges. One must purportedly relearn how to creation of the Maximals and Predacons, alongside
change modes through meditation. I suspect you’d Micromaster physiology.
be quite good at it, Mindwipe. Simacore: It’s somewhere in the Venn diagram,
certainly.
Onyx Prime and the Beast
Forms of Yore No Limits
Mindwipe: Without a doubt. I am a true child of Simacore: If one wants to be overly pedantic.
Onyx Prime Leatherhide: Not at all. These are merely
Sparkstalker: Not this again. Vorath, control overarching concepts. If one is inclined one can
your partner. find corner cases and counterexamples to all of
Leatherhide: I find the notion of Onyx Prime— it. Was the warlord Razorclaw not a Transmetal
Primal?—fascinating. One of the Thirteen original II Fuzor? Does Optimal Optimus not possess
Primes and the progenitor of all beast forms? Transmetal forms that are purely vehicular, and
Fascinating. Legends speak of his herald Chela, and Gigatron a variety of Transmetal II forms both
an artifact… what was it called? beast and otherwise? Deathsaurus and his minions
possessed some Hybridizor characteristics. And
Mindwipe: The Triptych Mask. It grants supreme then there are beings such as Alice or Sumdac.
insight into the world that goes far beyond the Indeed, if one can imagine it, it likely exists
visual. If it still exists, it would be a powerful prize. somewhere in this vast multiverse. Labels are
Simacore: Superstitious scrap beneath helpful but only up to a point, beyond which they
consideration. can become constraining or reductive.
Shockwave: Well said, Mutant. This shall conclude
Hybrid Bot Modes our discussion.
Reptilion: So, what exactly are you supposed to
be? You don’t have any biomechanical parts that
I can see.

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Beast Factions Predacons
and Teams
Every light casts a shadow, every mirror a reflection.
As the Maximals are to the Autobots, so are the
As Recorded by Sir Thunderhowl Predacons to the Decepticons. Whereas Maximals
value honesty and integrity, Predacons seek intrigue
Verily, I have been frozen in time for many a long and treachery. While Maximals largely take the
age and am forced to reckon with a world no longer forms of mammals, birds, and sea life, Predacons
familiar to me. Thus, I have endeavored to learn all prefer insects, reptiles, and beasts long extinct.
I can of modern factions that I may encounter as I Worst of all, Predacons value no life but their own
endeavor to fulfill my duty to my new liege, Prime. foul faction, and they will gladly sacrifice entire
populations to advance their goals. How disgusted
Dinobots their founder, Preditron, must be at the lowly
creatures they have become. These days they owe
Yea, I understand these fearsome creatures
fealty to the Tripredacus Council, a trio of conniving
well. Savage, gargantuan, easily dismissed as
opportunists with dark ambitions rumored to hold
unsophisticated if one isn’t paying close attention.
connections to the Chaosbringer Unicron. I hold
But underneath their brutish exterior pulses the
these rapscallions in the lowest of regards.
Spark of true warriors. There have been Dinobots
throughout the ages, but always with some
similarities: great size, great power, and a stubborn Vehicons
streak of independence from the existing command Abominations! Anti-life! While Predacons are
structure. Truly the quintessential example of a team dangerous and amoral, they at least can be
of Beasts. bargained with, reasoned with. Not so Vehicons.
A true plague, Vehicons are drones in seemingly
Insecticons endless numbers. Sometimes they are mass-
produced in factories, sometimes they are spread by
If there’s one thing I cannot abide, it is swarms of
a Cybernano Virus that can infect non-technorganic
enemies. These creatures are some of the earliest
beings. In all cases, they come in relentless and
examples of a Beast form cohort. A truly vile
unending waves—have I mentioned my feelings
faction, they tend to consume all in their path
on swarms of enemies? Although their firepower is
and leave nothing but ash and ruin. Fortunately,
great, they are not truly living minds and are easily
most individual Insecticons are easily vanquished.
outwitted. They are at their most dangerous when
Unfortunately, most Insecticon hives possess the
led by generals possessing Sparks of their own,
ability to clone themselves or otherwise create many
for then they can be directed to engage in more
duplicates. It is rare that one encounters but a lone
advanced battle stratagems.
Insecticon; where there is one, there are many.

Maximals Monsterbots
Although these beings bear the mark of the Autobot
At last, a truly noble fellowship. The Maximals
cause, be wary in their presence. In truth, they have
are the next generation, the successor faction of
allowed their own savage nature to overwhelm their
the virtuous Autobots. Generally smaller than
Sparks. Though they usually fight for noble aims,
their Autobot ancestors, they nonetheless uphold
their belief that the ends justify the means can easily
similar values such as individual freedom and
result in this faction doing more woe than weal.
self-determination, and the core belief that all
They can often be found dwelling deep beneath the
life is sacred, not just the children of Cybertron.
surface of Cybertron, living in isolation. Approach
They are heartier, able to survive damage of a truly
with caution.
astonishing magnitude. Their founder, Maxima,
was by all accounts a fair and noble Spark. I myself
proudly bear the Maximal banner and have updated
my internal circuitry in accordance.

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CHAPTER 1: THE WIDE AND VARIED WORLD OF BEASTS

Horrorcons Sharkticons
Disgusting brutes. One would hope that Triple Yet again, I am confronted with seemingly
Changers would possess a certain level of endless hordes of foes, this time the innumerable
sophistication, but in the case of the Horrorcons one Sharkticons. Originally hailing from their home
would be wrong. With the ability to switch between world, Aquatron, these vicious brutes have often
a Bot Mode, Beast Mode, and a vehicular Alt been utilized as foot soldiers by nefarious beings
Mode, these beings are adversaries most minacious. including the Quintessons, the Decepticons,
The two most infamous Horrorcons, Snapdragon Primacron, the Skuxxoid, and others. Most
and Apeface, have augmented their abilities by Sharkticons are driven purely by hunger, a
undergoing the Headmaster upgrade. Others, such burning need to feed. Occasionally, a leader such
as Doubledealer, are knaves most mendacious. as Gnaw or Tyrannicon emerges who is capable
Engage carefully, if at all. of higher level reasoning. I am not entirely
certain if the similar Alicons are an offshoot of
Seacons Sharkticons or an entirely unrelated species.
Both are somewhat clumsy on land but deadly if
Woe betide Autobots and Maximals who plumb the encountered at sea.
depths of Cybertron’s many oceans, for they are the
domains of the merciless Seacons. A Decepticon
Combiner team, they are nearly impossible to defeat It Never Ends
in their chosen element. Sometimes they are content Forsooth, these are but a few of the beastly factions
to follow the orders of whichever being currently among the fractious and variegated species that we
commands the Decepticon forces, sometimes they all belong to. Indeed, there’s the namesake of the
pursue a path of piracy and plunder. Always they modern Predacons, the Decepticon Combiner team
are dangerous in the extreme. There may be only of hunters who form the mighty Predaking. If one
one force they themselves fear... were to travel to Chicxulania one might be beset by
brutal jurassanoid beings called Raptoricons. Both

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Autobots and Decepticons count among their ranks B’BOOM
Minicon beasts who become cassettes, serving as Guerilla Warfare
warriors and spies. Beware the incendiary Firecons
and the infernos they can unleash. The crash of Alt Mode: Baboon
the prison ship Alchemor unshackled a host of B’Boom is a study in opposites. When surrounded by
Hybridizors to be rounded up by local Autobot peers, or alone in his beloved wilderness, he’s a cheerful
forces. The oil-curdling Terrorcons are yet another and optimistic bot, one always ready with a word of
Decepticon Combiner team to menace and horrify encouragement for his “bros.” But when the natural
unwary Autobots. environment he loves so dearly is despoiled, it ignites a
It is true, what the Great Convoys say: It savage fury deep within the Maximal, one he struggles
Never Ends. to contain. An unpredictable combatant, he uses terrain
to great advantage. He is capable of converting from

Maximal Data Files


BioGenetic baboon to robot to an artillery emplacement
that fires pulse weapons devastating to mechanical
There are many heroic beings who have fought in beings but harmless to organic ones.
one or more of the Beast Wars. Certain parties make Proxy For: Apache
it their business to know who’s who in the Maximal
ranks, keeping tabs on them as potential allies... or BIG CONVOY
potential foes. Military Instructor
Alt Mode: Mammoth
Proxy Files Big Convoy is a one-robot army. A massive
warrior, he wields enormous firepower and
Many of the Maximals listed have a “Proxy possesses incalculable strength. A solitary bot by
For” entry. These are characters drawn from nature, he would rather accomplish his missions
the lore who have similar Beast Modes, often
alone so as not to put others in danger. But the
in fact redecos of the very toys that inspired
the various Maximals listed throughout this Maximal leadership believed his talents would
section. If you create a Threat for characters best be served educating the next generation
listed here, you’ll find you’re most of the way of Maximals and have assigned him to be their
towards statting out anyone they’re a good instructor. And although he’d rather be soloing
proxy for and can save yourself some time. Predacon strongholds, he’s actually a superb
teacher, bringing out the best in each of his
young charges.
AIRAZOR
BOTANICA
Aerial Reconnaissance
Scientist
Alt Mode: Falcon
Alt Mode: Alien Plant
Airazor has a bottomless reservoir of compassion
Although most Maximals convert into animals
directed at all living things. Kind, open, unselfish,
of various stripes, Botanica is one of the very few
she strives to see the best in those around her. Don’t
Maximals with a plant-based Alt Mode. A driven
mistake her optimism for naivete, though; try to take
scientist, she’d rather devote her energies to the
advantage of her or, worse, hurt others in her presence,
pursuit of knowledge than combat. Her intellectual
and you’ll find out exactly how sharp her talons really
curiosity is unrivaled, though it can be used
are. Her optical sensors are unparalleled, and her
against her by a canny adversary. When forced into
internal processors can generate and share detailed
battle, her absolute command of flora makes her a
topological maps with her compatriots, making her an
formidable foe. Although she’s generally standoffish,
excellent scout. She has a strong bond with Tigatron.
she finds Rattrap a reliable ally and confidant.
Proxy For: Bluebolt
Proxy For: Flytrap

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CHAPTER 1: THE WIDE AND VARIED WORLD OF BEASTS

CHEETOR fatalistic outlook often prove a hindrance. He


Scout frequently butts heads with Rattrap, sometimes
literally.
Alt Mode: Cheetah
Proxy For: Hardhead, Dinotron
Cheetor fancies himself the fastest Maximal on
land, and he may be right. His reflexes in both DIVER
forms are unparalleled. His upbeat nature tends
Defense
to win over even the most grouchy of comrades
given enough time. As one of the youngest Alt Mode: Frog
Maximals in the Beast Wars, Cheetor has plenty It’s not that Diver is lazy, exactly; it’s that generally
of room to mature and suffers from poor impulse there are just better things to do than, you know,
control. Nonetheless, he’s positively brimming fight in a war. Life with a Beast Mode means a
with potential, and if he’s able to master his whole host of delightful activities like snacking,
flaws he could be an excellent leader… in a few napping, sunbathing, birdwatching, and generally
stellar cycles. communing with nature. That said, he does his best
Proxy For: Tripredacus Agent, Cataclysm to take his duty seriously. Smart commanders station
him on sentry duty, which he absolutely adores,
DEPTH CHARGE and he really is quite observant. And while he’s not
Marshal particularly loyal to the cause, he forms friendships
fast and can always be counted on to come to
Alt Mode: Manta Ray the aid of his buddies. Diver doesn’t have a lot of
Once, Depth Charge was a regal peacekeeper, firepower but possesses above average mobility and
content to safeguard the lives of Maximal colonists is capable of truly spectacular jumps.
on Pinea Omicron. But then his universe was Proxy For: Spittor, Honk, Slapper
shattered when the planet he was charged to
protect was ravaged by the immortal Protoform X, HEINRAD
the monster who would eventually become the
Trickster
Predacon dubbed Rampage. Now, Depth Charge is
a Maximal possessed, driven by the singular focus Alt Mode: Tanuki
of bringing Rampage to justice. Sullen and angry, In theory, the ability to alter the flow of time
Depth Charge is a maverick who doesn’t take orders should be an absolute game changer. In practice,
and struggles to function on a team. This huge and Heinrad is way too mischievous to use his powers
powerful Maximal functions equally well in the to turn the tide in battle. He’s far more likely to
deepest ocean and on land, and in his Transmetal use them to avoid the battle completely, if at all
travel configuration he is capable of achieving possible, and embarrass his foes if combat is
low-orbit flight. Although he denies it, he is his own inevitable. A laid-back bot, he’d rather be imbibing
worst enemy. engex or pranking his comrades than pulling guard
or scout duty. Deep down, he’s scared of his own
DINOBOT potential and plays the fool so that he’s not tempted
Warrior to abuse his abilities. He sometimes tells fanciful
Alt Mode: Velociraptor tales of tangling with entities like Sideways, Gong,
and Meantime, though they’re probably just stories.
A former Predacon, Dinobot defected to the
Maximals because he believed Megatron a failure LEO PRIME
and a buffoon. Ambitious, ruthless, and honorable
Guardian
to a fault, Dinobot represents a fusion of the best
of Predacon ideals tempered by his reluctant but Alt Mode: Lion
genuine acceptance of Maximal morality. An A great admirer of Optimus Primal, Leo Prime
amazing combatant, he’s capable of engaging is forged from a similar template. A natural leader,
at range but prefers to defeat his opponents up he has a great capacity for strategic thought and
close and personal. Although he has no physical inspires intense loyalty in his subordinates. If he
weaknesses, his divided loyalties and somewhat

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has a flaw, it is that he can become too focused OPTIMUS PRIMAL
on practical and direct solutions to any given Field Leader
situation; indeed, there are occasional grumbles
from his detractors that he could be considered a Alt Mode: Gorilla
war criminal. But his intensity belies a deeply moral Wise. Noble. Insightful. These words and
core, and he always tries to surround himself with more describe the captain of the Axalon. Like his
similarly principled allies lest he go too far in the namesake, he strives for mercy when possible. But
pursuit of victory. unlike Optimus Prime, Primal is an inexperienced
Proxy For: Leobreaker leader, one who must learn on the job. He makes
mistakes, but he has enough humility to acknowledge
LONGRACK them and try to do better. Optimus often trusts his
gut even in the face of contradictory evidence, which
Deputy Commander
can be both a strength and a weakness. He is equally
Alt Mode: Giraffe talented as a melee fighter and at range. Although
To hear him describe it, Longrack is going he possesses flight systems in Bot Mode, his evasive
straight up the ziggurat of Maximal Command. abilities leave much to be desired while in the air.
He certainly looks good on paper: conscientious, Optimus possesses a strong spirituality that could
detail-oriented, honest, and always willing to potentially be used against him.
put in an extra shift. The problem is, Longrack Proxy For: Ape-Linq
is obsessed with the letter of the rules and
doesn’t always understand the spirit of them. RATTRAP
At best he’s a reliable compatriot, but at worst Spy
he’s an officious stickler prone to being over-
literal in his attempt to carry out the orders of his Alt Mode: Rat
superiors. His commanders believe that with the Rattrap is obnoxious, sarcastic, abrasive… and
right mentorship he could blossom into a fine those are his good traits! One of the smallest
leader. An expert melee combatant, he boasts an Maximals, he’s never let his size be a limitation. He
extendable Crush Arm with amazing reach and enjoys squeezing into spaces his larger comrades
strength and an Energon dagger if opponents get could never enter to uncover Predacon secrets. One
in close. Longrack can also fire synapse-disrupting of the best marksmen of the Maximals, he’s never
missiles able to knock opponents unconscious. met a gun he didn’t like. He’s also a demolitions
expert and can hotwire most enemy systems in no
NIGHTSCREAM time flat. Rattrap absolutely hates Predacons, and
Survivalist has since before the Beast Wars. His tendency to
munch on garbage and his generally poor hygiene,
Alt Mode: Bat
combined with his bad attitude, can make it hard
Nightscream is a young Maximal, but his short for his teammates to become his friends. Somehow
life has been filled with one trauma after another. that doesn’t bother Rattrap at all.
This can make him lash out at those around him,
Proxy For: Packrat, Labrat
but don’t mistake his adolescent rage as nefarious.
When he finds teammates he can trust, Nightscream RAZORBEAST
can be a true and loyal friend… underneath the
bluster. A talented flier, he’s an expert at staying Infantry
unnoticed. He has an uncanny knack for knowing Alt Mode: Warthog
when danger is coming and getting himself out of
Razorbeast is a stubborn and aggressive bot
harm’s way. His sonic attacks can confound and
on and off the battlefield and a true believer in
drain enemies and enable him to rapidly regenerate
the Maximal cause. He’s brave, but not to the
any damage taken to his chassis.
point of being foolhardy. He especially looks up
Proxy For: Nyx, Convobat to Optimus Primal, who, in turn, knows that if a

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CHAPTER 1: THE WIDE AND VARIED WORLD OF BEASTS

mission absolutely, positively has to be a success, physically powerful and remarkably intelligent, his
Razorbeast is the one to send. His combative nature intense need for validation often results in self-
sometimes hampers him, as he’s not the easiest sabotage. Luckily for him, he’s incredibly resilient in
comrade to get along with. Although small in both body and Spark and will always come back for
stature, his savage battle style more than makes up round 2, 3, or 80.
for it; few combatants can match his sheer ferocity. Proxy For: Cybershark, Hammerbyte, Sharpedge
RHINOX STILETTO
Engineer Investigator
Alt Mode: Rhino Alt Mode: Hawk
Rhinox possesses nigh-infinite patience, calm, and Stiletto can be something of a loner. It takes her
kindness. Nothing makes this enormous Maximal lose a long time to form bonds of friendship, but when
his cool. But don’t mistake his gentle demeanor for she does, they are unbreakable. Although merely
passivity; inside his chest pulses a Spark dedicated average in terms of power, her relentlessness in the
to keeping his fellow Maximals safe and mentally pursuit of justice, especially for the downtrodden,
fit. Rhinox possesses a quiet competence at system makes her a force to be reckoned with. In Beast
maintenance and repair and is capable of improvising Mode she can spot unsuspecting Predacons from
in the field when necessary. Although seldom his first altitudes approaching the stratosphere. Many
option, his chainguns are capable of mowing down long megacycles of practice have given her a
almost any adversary foolish enough to cross his path. preternatural ability with bladed weapons. Despite
Proxy For: Backstop her boosted optics, Stiletto is a poor shot with
ranged weapons, although her throwing ability with
SILVERBOLT daggers has caught many a Pred unaware.
Tracker Proxy For: Bluebolt
Alt Mode: Wolf/Eagle
TIGATRON
Moral, uncompromising, and naive, Silverbolt is
a rarity in the Beast Wars: a truly innocent Spark. Sentry
Honest to a fault, guileless as a newly activated Alt Mode: White Tiger
protoform, Silverbolt could easily be annoying Tigatron is an outlier among Maximals, in more
if he weren’t so darned earnest. As it is, even his than one sense of the word. He prefers to spend
most cynical peers (and Rattrap can be pretty time in Beast Mode rather than Bot Mode, and he
cynical) can’t help but admire his willingness to would rather be prowling the glacial wilds than
put himself in danger to protect his teammates roaming the halls of the Maximal base. Although
and achieve mission objectives. His unwavering reluctant to engage in the conflict between Maximal
purity of spirit has even been known to sway the and Predacon, when the war intrudes on his chosen
occasional Predacon. domain he becomes a fierce combatant and will
Proxy For: Windrazor tolerate no destruction or desecration of nature. He
sees Cheetor as something of a little brother and
SKY-BYTE holds a special place in his Spark for Airazor.
Poet Proxy For: Nightprowler
Alt Mode: Shark
Technically not a Maximal, Sky-Byte is no villain
either, not really. A truly sensitive soul, he seeks
to please his superiors and earn the respect of
his subordinates. Sadly, he usually accomplishes
neither. His Transmetal II chassis lets him swim
through the air as easily as the water. Although he’s

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TIGERHAWK

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CHAPTER 1: THE WIDE AND VARIED WORLD OF BEASTS

TIGERHAWK THE COMBINED FORM’S STATISTICS


Emissary Use the following to calculate the statistics of a
Alt Mode: Tiger/Falcon Combiner form:

The enigmatic Tigerhawk represents the fusion of • The Combiner form acts as one single being,
Tigatron and Airazor by the Vok and possesses many unless stated otherwise.
of their abilities. He’s able to control vast weather • The Combiner form’s Size Class is based on the
systems, trigger earthquakes and volcanic activity, number of component members. A Combiner
and is otherwise master of the various elements. His duo or trio is one Size Class larger than its largest
power is unrivaled, on par with that of the Titans component. A Combiner Gestalt Megaform is
themselves. The twin Maximal Sparks within him Towering (or Titanic if at least one component is
give him a distant kind of kinship with the other Gigantic).
Maximals, and he has many of their memories, • The Combiner form has an array of Health based
but his alien origins make him dangerous and upon its component members. Instead of adding
unpredictable. all the components’ Health together into one sum,
it is divided into component pieces. For example,
Proxy For: Universal Warlord Razorclaw
a Combiner trio with components who have 5, 5,
WOLFANG and 4 Health doesn’t have a Health of 14; their
Health is instead represented as 5/5/4.
Double Agent • The Combiner form uses the highest Essence
Alt Mode: Wolf Scores of its component members. These set the
With a chassis allowing him to convert between base Defenses of the Combined Form.
Predacon and Maximal Bot Modes, along with • The component member who contributes their
a Beast Mode olfactory suite that lets him sniff Essence Score to the Combiner form also sets the
out a target’s innermost Energon from five blocks combined form’s Skill Ranks associated with that
away, Wolfang was a brutally effective agent of Essence Score.
the Predacon secret police. However, he has been • Only specifically noted Role Perks and General
undercover so long the lines have blurred, and Perks possessed by the components apply to the
he has come to think of the Maximals as his true combined form. Combiner features always apply.
pack… even if he doesn’t quite admit that to himself. • The Combiner form benefits from the lowest
Wolfang is a lethally efficient hunter in both modes. bonuses to each Defense from armor upgrades
Proxy For: Thunderhowl possessed by the component members.
• The Combiner form uses the slowest rates of the

Rules Reminders Movement Types of its component members’


Bot Modes.
Rules from other Transformers: Roleplaying Game • The Combiner form has a base maximum of
books appear here as helpful reminders. Energon Points equal to half the number of
Energon Points spent to assume the combined
Combiners form (rounding up).
• Other rules for how a Combiner form attacks,
The characters Volcanicus (see Chapter 3) and deals and takes damage, uses Energon, and
Abominus (see Chapter 4) are Combiners, as performs other combat-related activities are
introduced in the Transformers Roleplaying Game: found below.
Enigma of Combination Sourcebook. The rules for
the characters that form the Combiner and how COMBINER FEATURES
it works in scenes follow. For more information
The following Combiner features can be chosen
about how to make Combiner characters, see
by characters who take the Gestalt Combiner or
the Transformers Roleplaying Game: Enigma of
Matched Combiner General Perk to shape the
Combination Sourcebook.
collective efficacy of the combined form.

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Additional Movement: The Combiner form gains Universal Receptors: When merging with
a second Movement Type based on your Alt Mode’s Combiner-capable NPCs, you and your allies spend
Movement Type. 1 fewer Story Point (to a minimum of 0).
Armored Defense: Increase the bonus to the
Combiner form’s Toughness Defense from armor
MERGING INTO A COMBINED FORM
upgrades by 1. The Enigma of Combination alters life-forms, giving
them the ability to merge into a Combiner form,
Commander: You are de facto leader of your
sometimes into a massive Megaform! The following
Gestalt Combiner team, and your personality shines
rules apply to different Combiner teams during a
the strongest when combined. Note your two
fight; outside of combat, the characters need only
highest Essence Scores (choose in the case of equal
spend the Energon Points listed to merge into their
values) and increase each of those Essence Scores of
Combiner form.
the Combined Form by 1 (increasing two associated
Skills accordingly). This Combiner feature can only Matched Combiners: Each member of a Combiner
apply to Combiner forms of Gigantic Size or larger, duo or trio must spend 2 Energon Points and a
and a Combiner form can only ever benefit from Standard action to begin the merging process. If,
this Combiner feature once. at the end of the round, all component members
are within Reach of at least one other component
Core Essence: Choose an Essence Score. Increase
member, they begin the next round in their
that Essence Score of the Combiner form by 1
combined form, which tests its own Initiative Skill to
(increasing one associated Skill accordingly, though
determine its place in the Initiative order.
you must have that same Skill at d4 or higher).
Gestalt Combiners: Each member of a Gestalt
Core Body: When merged into your Combiner
Combiner team (which should have at least four
form, double your base Health to calculate the
members) must spend 3 Energon Points and a
component Health values of the combined form.
Standard action to begin the merging process. If,
This Combiner feature can only apply to Combiner
at the end of the round, all component members
forms of Gigantic Size or larger.
are within Reach of at least one other component
Enhanced Attack: Choose one of your current member, they begin the next round in their
attacks to become enhanced while you are merged combined Megaform, which tests its own Initiative
in a Combiner form, dealing twice as much damage. Skill to determine its place in the Initiative order.
If the attack is used as one of the Combiner forms
Other Cybertronians: A PC without either of the
basic attacks, it deals 1 additional damage of the
requisite General Perks can spend a Story Point
appropriate type.
(as well as the listed Energon Points and Standard
Enhanced Initiative: Your Combiner form gains action) to merge with other Combiner components
Edge on Initiative Skill Tests. for a single scene. At least one member of the
Enhanced Move: Add +10 feet to one of the combined form must have the ability to merge, and
Combiner form’s Movement Types. only one PC without the General Perks can join a
combined form in this manner at a time.
Safe Release: When you are forced to leave a
Combiner form, no matter the reason, you do so NPCs: If one or more Combiner-capable PCs
with at least 1 Health, even if you were momentarily merge with Combiner-capable NPCs, the PCs
reduced to 0 Health to cause your separation. This must spend a Story Point for each NPC they are
Combiner feature only applies to Combiner forms of combining with (in addition to the normal Energon
Gigantic Size or larger. Point cost) each time they combine.
Skill Expertise: Choose two Skills that you FIGHTING COMBINERS
possess at d4 or higher. While you are merged, the
Combiner form receives ↑1 to each of these Skills. The one truism touted by anyone who has been
changed by the Enigma of Combination is that
Titan Hardpoint: Your Combiner Megaform
Combiners are stronger together than they are
manifests a specified Titan-class Weapon (see page
apart. Whether through a quickly snapped-together
49) and an External Titan Hardpoint to wield it. This
duo, a trio stacked on top of one other, or a team
Combiner feature only applies to Combiner forms of
Gigantic Size or larger. full of warriors merging into a massive Gestalt

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CHAPTER 1: THE WIDE AND VARIED WORLD OF BEASTS

titan, the concept of Combiners brings a new A COMBINER FORM’S ACTIONS


level to the never-ending fight between factions of A Combiner form is a single entity. Once you’ve
Cybertronians. determined the form’s Speed Essence, calculate the
In a narrative sense, Combiners are formed number of actions it can perform in a turn the same
of components who each add a piece of their way as any other Essence20 character. The Combiner
personality and martial aptitudes to the Gestalt form uses these actions also in the same way as any
form. They give up their individuality to create other character, though who decides what those
a new, powerful being capable of inflicting and actions are depends on the individual components.
withstanding more punishment in combat. If a Combiner form is made up of a single PC
In game terms, Combiner forms operate under and an assortment of NPCs, the player character
a slightly different set of rules in combat. Once is obviously in charge of the Combiner form’s
their base statistics have been calculated using the actions. In the cases where multiple PCs make up
Essence Scores, Skills, and Combiner features of its a Combiner form, the players might either decide
component members (see The Combined Form’s what the Combiner form does by consensus or trade
Statistics), there are a few notable considerations to off control over the Combiner form from one round
how to fully utilize Combiners in combat. to the next.

SIZE MATTERS A COMBINER FORM’S ATTACKS


Why don’t Gestalt teams stay in their combined Every Combiner form has at least two basic attacks:
state all the time? Well, being that big isn’t always one unarmed strike and one ranged attack. These
a benefit. For instance, the team might need to are calculated using the existing attack profiles of
perform a mission in an area where their normal the component members as follows:
Bot Modes can barely fit. But more importantly, in • The unarmed strike of a Combiner is based on a
the Essence20 Roleplaying System, an attacker suffers single component member’s unarmed combat,
a penalty when trying to hit a target that is much ram, fly-by, or natural (claws, jaws, spines, and so
smaller than they are (see Table 9-2: Size Class on) attack; this unarmed strike’s reach increases
Combat Adjustment Matrix on page 153 of the to that of the Combiner form’s Size and the base
Transformers Roleplaying Game Core Rulebook). damage is either doubled (for Combiner duos or
A GM can decide that Skill Tests for actions where trios) or tripled (for Gestalt Combiners).
size matters might also use the Adjustment Matrix, • The basic ranged attack of a Combiner is based on
such as when a character the size of a building tries a single component member’s ranged attack with
to hide behind a small car. Though context does a weapon installed in their Integrated Hardpoints;
matter, as the same character could potentially this ranged attack’s range and base damage is
try to hide in a field of redwoods without penalty. either doubled (for Combiner duos or trios) or
Conversely, a GM might decide not to apply the tripled (for Gestalt Combiners). If no components
Adjustment Matrix to attacks where size doesn’t have a ranged weapon installed in their Integrated
really matter, such as for the rare psychic attack. Hardpoints, the Combiner can still wield a regular
weapon in their External Hardpoints (see below).
New Weapon Trait: Titan-Class • Gestalt Combiners can also benefit from Titan-class
weaponry if at least one of their component members
Weapons with this trait are built for the massive
possesses the Titan Hardpoint Combiner feature.
Gestalt Combiners and the last remaining Titans
of Cybertron. This weapon ignores all bonuses to • A Combiner has two External Hardpoints, plus
Toughness Defense from armor upgrades when used one Integrated Hardpoint for each component
to attack anything of a smaller Size Class than the member of the Combiner form. The Combiner
wielder. However, the wielder must first spend 1 can wield regular weapons in these Hardpoints,
Energon Point each time they wish to attack with usually scaled up to their size (see Enigma
this weapon. This Energon must be spent before any of Combination Chapter 3), but at least one
attacks are made, but the wielder need only pay the component member must be Qualified to use the
cost once per round if they have Perks that allow normal size of that weapon.
them to take more than one attack per round.

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TAKING DAMAGE AS A COMBINER FORM • Gain ↑1 to a Skill Test;
As mentioned above, a Combiner form has an array • Ignore Snag;
of Health values that represents the components’ • Postpone breaking apart from a Combiner form
individual Health. for 1d2 turns by spending 1 Energon Point per
currently combined component member (whether
Whenever an enemy attacks a Combiner form,
active or not);
they must choose to attack the Combiner as a
whole or attempt to single out a specific component • Activate particular Perks, equipment, or other
member. In either case, the Combiner form’s Size game effects as noted in their descriptions.
is used to modify the attack in question, but an Note that a Combiner form doesn’t regenerate
attacker that tries to focus on one component Energon in most standard ways but can still receive
member suffers Snag on the attack. If a game effect Energon from an outside source. Additionally, all
would impose a Condition on the Combiner form, Energon Points remaining in a Combiner form’s pool
that attack or effect must target the Combiner are lost when it breaks apart!
as a whole.
If an attack successfully hits the Combiner as Contact Rules
a whole, the total damage inflicted is divided as
In the Transformers Roleplaying Game, a Contact is an
equally as possible between all active component
NPC that the player characters can call on for help.
members; if it can’t be distributed equally,
determine randomly which component members A Contact could be a character elsewhere in
take the damage, but each component should take the scene that can contribute when needed. For
1 damage before another member takes a second example, the player characters scout the perimeter
point of damage. If an attack successfully hits a while Beachcomber sets up camp. When one of
specific component member, all the damage is them discovers a strange crystal, they can call on
applied to that member’s portion of the Combiner the geologist for help.
form’s Health array. A Contact could be a non-combatant
If a component member’s individual Health is accompanying the squad whose skills come in
reduced to 0, they are no longer considered active handy. For example, as a Predacon squad escorts
and any attacks or powers they contribute to the bound and captured Botanica through a rainforest,
Combiner form can no longer be used, though their they stumble across a garden of acid-spewing lilacs.
Combiner features still apply. Additionally, since Because Botanica is doomed without her captors,
that component member is no longer able to take she shares her knowledge to get away safely from the
damage for the whole, the other components of deadly plants.
the Combiner will be more likely to take greater A Contact can even be miles away but reachable
amounts of damage. through telecommunications, or even by recalling
When more than half of a Combiner form’s sage advice from the past. For example, Airazor
component members are no longer active, the waits nearby to hear when a unit needs a pickup or
Combiner is Defeated and breaks apart into its an air strike.
component members, each falling Prone within the Contacts aren’t there to overshadow the PCs. As
space and Reach of the Defeated Combiner. a background element, they don’t roll Skill Tests
to use their Perks, and the range of their abilities
USING ENERGON POINTS AS A is intentionally vague. They can’t be targeted or
COMBINER FORM harmed. Imagine a Contact is as competent as any
A Combiner form’s Energon Point pool is comprised PC in the scene, and they’re spending their actions
of the Energon spent by the components to merge. being helpful every turn in ways that only take effect
A Combiner can spend its Energon Points in specific when the players spend Allegiance Points to gain the
ways. The following list replaces the Using Energon benefits of a Contact Perk.
Points list found on page 105 of the Transformers
Roleplaying Game Core Rulebook. GAINING CONTACTS
Player characters acquire Contacts during their
campaigns, typically by interacting with them

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CHAPTER 1: THE WIDE AND VARIED WORLD OF BEASTS

between missions and completing skill challenges. Outside of combat, summoned Contacts act
However, Contacts can also be gained organically as they’re needed. The players decide when their
through a campaign’s narrative, or even worked into summoned Contacts act, typically choosing the
a character’s backstory, with the GM’s permission. order that makes the most sense for what they’re
trying to accomplish.
SUMMONING CONTACTS
Player characters call on their Contacts for aid with CONTACT EXITS
a special Standard action. When a Contact runs out of Allegiance Points,
they either leave the scene or fade into the
background. GMs can still use them narratively,
Summon Contact: Once per scene as a as they are characters in the campaign and not
Standard action, you can call on an available disposable equipment. However, remember that
Contact. Your group can use your Contact the Contact rules are meant to impact the game in
starting this turn. The Contact remains available a way consistent with the character’s significance
until the end of the scene or until they run out to the setting and plot without requiring much
of Allegiance Points. time and energy.
If a scene ends and a Contact still has unspent
The nature of the summoning is up to the players, Allegiance Points, they might be available to
the GM, and the narrative. Contacts could be on summon again in a later scene, depending on the
location with the PCs, elsewhere in the scene. narrative.
Perhaps they’re taking cover or preoccupied with Unless the mission states otherwise or the
their own objective. Alternatively, they could be narrative justifies an exception, Contacts only regain
accessible through communication devices, using Allegiance Points after the mission, at which point
their Contact Perks through advice or remote they regain all their Allegiance Points.
weapons. Summoning a Contact could even be
harkening back to a past conversation that’s gained READING A CONTACT STAT BLOCK
new relevance. The GM ultimately decides if a
Contact stat blocks provide the following
Contact can be called based on the nature of the aid
information, in the following order:
they can provide.
Name: The Contact’s name, whether it’s a
USING CONTACTS character’s proper name (like Rattrap), a title (like
Sharkticon Defector), or a descriptor related to their
Once summoned, Contacts help the PCs to the best
purpose in the story (like Mysterious Stranger).
of their abilities.
Description: A brief summary of who this
Player characters can use Contacts they’ve
character is, what they look like, and how the GM
summoned by spending a unique resource called
should roleplay them.
Allegiance Points. Contacts enter a scene with a
pool of Allegiance Points, usually 3. The players can Gaining a Contact: 1 to 3 methods to gain
choose to spend Allegiance Points to benefit from a this NPC as a Contact. Some methods allow
Contact Perk. The players must agree on what they for temporary or limited access, others make
spend Allegiance on and how much. Contact Perks the Contact permanently available to summon.
cost 1 to 3 Allegiance Points. Gaining a Contact permanently involves more
complex requirements to achieve, and often asks
In combat, Contacts act at Initiative 0 beginning
the GM to create scenes during downtime to
on the turn they are summoned. A Contact’s
accommodate them.
Initiative score can’t change unless an option
changes it. On the Contact’s turn, the players can Allegiance Points: The amount of Allegiance
choose from the Contact’s list of Contact Perks, Points the PCs can spend on Contact Perks when
spending the listed Allegiance Point cost. If the they summon the Contact, typically 3.
players don’t want to use any of the Contact’s Perks Contact Perks: 1 to 3 Perks, in alphabetical order,
this turn, they don’t have to. that describe the benefit of the Perk and how many
Allegiance Points it costs to use.

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CHAPTER
2
CHARACTER
OPTIONS
Creating characters with animal Alt Modes to incorporate the settings and lore from the Beast
follows the same basic rules found in Chapter Wars and the Dinobots (or, as Grimlock says, a
2 of the Transformers Roleplaying Game “more majestic Alt Mode!”).
Core Rulebook.
1. Discuss with your GM and other players Influences
2. Decide on a character concept
The new Influences presented here follow the same
3. Set Starting Essence Scores format as the Influences found in the Transformers
4. Select Influences Roleplaying Game Core Rulebook and have
5. Select an Origin been designed with the Cybertronian factions of
6. Select a Role the time and organic and non-organic beast-based
7. Describe your character characters in mind. Your character could be a
Maximal Transmetal II who came into contact with a
8. Form your team replica of Megatron’s Transmetal Driver in a science
After the Great Upgrade, Cybertronians evolved laboratory. Or perhaps you’re a Technorganic
with the ability to adapt to their surroundings. By Predacon who defected to the Maximals, or
scanning a wide proximity for sentient lifeforms, vice versa.
they are able to adopt a disguise modeled You may want to tweak some of the features
after a creature within the scan as their Alt of an Influence to better fit your character or the
Mode. In this far future, after the Great War on campaign. Customizing an Influence works the
Cybertron is long over, the eventual development same within the Technorganic realm as it does
and distribution of transwarp engines allow according to the Transformers Roleplaying Game
Cybertronians to explore the universe like never Core Rulebook: you can replace one Perk or
before. Not only are they able to travel through Hang-Up with any other one. Then choose a
space, but time as well. The expansiveness of the fitting Characteristic and Background Bond. If
universe along with time-travel capabilities open you can’t find a feature that matches your desired
innumerable possibilities that could never be background, work with your GM to create one.
covered in a single tome. Between the Influences
and broad list of Origin options, players should
have the foundations to create well-traveled Potential and Mandatory
Cybertronians with alien Beast Modes that run the Hang-Ups
gamut of the imagination. Players and the Game
The new Faction and Form Influences in this chapter
Master can discuss whether or not they want to
include Potential Hang-Ups from the Transformers
use options from other Transformers or Essence20
Roleplaying Game Core Rulebook, The
books. In a Beast Wars style game, some options
Decepticon Directive, and The Enigma of
might break the immersion for other players or
Combination. In some cases, such as with the
clash with the tone of the game that the Game
Dinobots Faction Influence, additional Potential
Master wants.
Hang-Ups are listed. These Hang-Ups are suggested
The addition of organic Cybertronians introduces and not mandatory (unless otherwise noted), so if
new Influences and Origins (chassis options in another Hang-Up better fits your personality and
the Transformers Roleplaying Game). In this backstory, choose something else instead.
chapter, you’ll find expanded options for players

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Some Influences come with a unique Hang-Up MAXIMAL
that is noted as being Mandatory. Unlike others The Maximals follow in the footsteps of their
that do not apply their Hang-Ups if chosen as a Autobot ancestors, coming to be in a time of
character’s first Influence, these special Influences perceived peace and Maximal leadership of all
always impose their Hang-Up on the character that Cybertronians under the Pax Cybertronia. Space
chooses it. exploration and scientific discoveries are at the
Unless otherwise specified, you must choose a forefront of Maximal pursuits, as these findings
Hang-Up for your second and third Influences and lead to further invention and evolution for all of
can have up to a maximum of three total Influences. Cybertron and its children.

Faction Influences Influence Perk


Predacons, Maximals, and the great Dinobots each Choose a Persuasion, Science, or Technology
have their own roots, beliefs, and experiences Specialization, whether or not you invested in that
within their ranks and subsequently different Perks, Specialization. You gain an Edge on Skill Tests when
Potential Hang-Ups, Suggested Characteristics, that Specialization comes into play.
and Bonds. Having an Influence from one Faction
does not negate the possibility of also having an Potential Hang-Ups
Influence from another Faction. There are rare
circumstances in which a Predacon or Maximal • Earthspoiled (Core Rulebook, p. 42)
will defect to the other side. A Cybertronian • Idolizer (Core Rulebook, p. 42)
originally aligned with the Dinobots may end up • Whimsical (Core Rulebook, p. 43)
deciding that their ideals are more aligned with the
Maximals or Predacons than their kin. That said, Suggested Characteristics
keep in mind that there are also Form Influences,
and a character may have a maximum of 3 Maximals embrace the ideals of peace, prosperity,
Influences. and the right to freedom. These values live in the
core of every Maximal, however close or far from
the surface of their personalities they appear. Do

TABLE 2-1: MAXIMAL BONDS


D12 BOND
1 I am an explorer, and my primary mission is to gather data and learn about the universe.
2 I believe with all my being that we must always give peace a chance. We must be strong enough to be gentle.
3 The democratic process is the best way forward. Decisions should be made using a fair vote.
4 I fight with honor and would never shoot an enemy in the back.
5 I have never killed another sentient lifeform, and I never intend to.
6 I take responsibility for every failure. There is always something I could have done to ensure a successful outcome.
7 Love is the greatest motivator. I seek to honor my love with every action I take.
8 The only good Predacon is a scrapped Predacon.
9 There is a fine line between valor and folly, and I live for the exhilaration of walking it.
10 I have an unspoken truce with someone who is usually hostile towards Maximals.
11 A fellow Maximal sacrificed their Spark to save mine, and I feel the weight of that guilt every day.
12 I’m an overthinker and an overachiever. I question orders and append my own ideas to plans without necessarily
talking it over with others.

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CHAPTER 2: CHARACTER OPTIONS

you wear your sensibilities on your sleeve? Are Edge on Skill Tests when that Specialization comes
you a pure hero of Cybertron, protecting those in into play. If you Intimidate a foe in a conflict scene,
need and keeping balance? Do you approach the they gain the Frightened Condition until the end of
world with kindliness and bravery? Or are you their next turn.
judgmental and selfish, reluctant but willing to put
it all on the line in the eleventh hour? Potential Hang-Ups
PREDACON • Something To Prove (The Decepticon
Directive, p. 31)
After the Great War, with the Autobots victorious,
the Decepticons and their eventual descendants, • Treacherous (Core Rulebook, p. 43)
the Predacons, were forced to acquiesce to • Vainglorious (Core Rulebook, p. 43)
Maximal leadership and the Pax Cybertronia.
Many Predacons would love nothing more than to Suggested Characteristics
seize control of Cybertron’s government, allowing
Domination. Strength. The glory of conquest. The
them freedom to conquer and prove themselves
world is molded by the hand of the victor, and the
the foremost predators of the universe. No society
Predacon goal is to rule all worlds in the universe.
or subgroup within it is monolithic, however, and
Like their archenemies, the Maximals, Predacons
there are always exceptions. A Predacon is only so
contain a broad spectrum of temperaments. Are
because of their core programming and, while their
you a leader or a follower? Where do your loyalties
base instinct may be to undermine and use force,
lie: with the fellow Predacons by your side, an
outliers exist.
overarching council, or solely with yourself?
Influence Perk
Choose an Intimidation Specialization, whether or
not you invested in that Specialization. You gain an

TABLE 2-2: PREDACON BONDS


D12 BOND
1 I am a loyal subject of the Tripredacus Council. Their methods are the path to true Predacon dominance.
2 Like any good Predacon worth their scrap, I will do whatever I need to survive. No one comes before me.
3 No one knows what is best for me other than me, and I always have a plan to ensure my independence.
4 I daydream about leading my own company of Predacon warriors against all who oppose me. I mean… us. Against
all who oppose us.
5 Everyone who contributes to a plan or action should be credited and rewarded. Victory is not achieved by a
single entity.
6 I have an adversary within the Predacons, and we are always seeking to undermine each other’s plans.
7 Megatron, Schmegatron. I know I could be one thousand times the leader he is!
8 I pride myself in fighting and acting with a warrior’s honor. My opponent must face me before I strike them down.
9 I’m constantly pondering a scheme to acquire more power and control.
10 There is a simmering rage perpetually bubbling just underneath the surface, waiting for me to let it out.
11 I once helped an enemy escape after accidentally befriending them during their captivity, and I was damaged in the
ensuing jailbreak. They didn’t help me in return, and if I ever see them again, I’m going to turn them into scrap.
12 I assume that I’m in charge unless explicitly informed otherwise. Whenever I encounter a Predacon for the first
time, I assert my dominance.

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DINOBOT Potential Hang-Ups
While not organic at all, the Dinobots’ Alt Modes Grudging Ally: Autobots and Maximals mean well,
all take inspiration from prehistoric creatures of but they have a soft, silly approach. When following
earth. The Dinobots are small in number and big the plan of an Autobot or Maximal, take ↓1 on all
in courage and savagery. Their typically ferocious Skill Tests that do not involve aggression or violence.
demeanors keep them on the outskirts of Autobot
society, and there they are bonded as family. Other options include:
All Dinobots have an Alt Mode modeled after a • I Don’t Get It (The Decepticon Directive, p. 31)
dinosaur or other large prehistoric creature, gaining • Impulsive (Core Rulebook, p. 43)
their appearance from old bones found in volcanic • Violent (Core Rulebook, p. 42)
caves on Earth. That isn’t to say that newer Dinobots
can’t have an Alt Mode patterned after a massive, Suggested Characteristics
otherworldly dinosaur equivalent! Discuss your
character’s background with your GM to work out Famed for their strength and brutality, Dinobots are
the details of your monster Dinobot. a force to be reckoned with. Historically volatile
and moody, they can be clumsy and stumble their
Influence Perk way into increasingly hazardous situations. Your
character is not locked into being a dim-witted,
Choose a Brawn or Survival Specialization, whether maladroit bot, however, even if others automatically
or not you invested in that Specialization. You gain assume you lack intelligence. One thing is for sure
an Edge on Skill Tests when that Specialization though: when it comes to destruction and mayhem,
comes into play. you can dish it out with the best of them!

TABLE 2-3: DINOBOT BONDS


D12 BOND
1 I have a friend in the Autobots who I would risk my Spark for the same as I would any of the Dinobots.
2 I want to be just as fearsome and renowned as our great leader, Grimlock—if not more so.
3 I put on a brave face, but I am never satisfied with my competence as a warrior.
4 Sometimes I think the Dinobots would benefit from allying with the Predacons instead of the Autobots.
5 There is a Predacon whose power and capability I admire and am fascinated with.
6 I hate my Bot Mode. It's so much weaker than my dinosaur form. I'd spend all of my time as a Beast if I could.
7 I hate my Alt Mode. I like being big and bad and strong, but I sure wish it wasn’t the big, bad, and strong creature
that was originally chosen.
8 Everything smaller than me is weaker than me. Soft, feeble, and helpless. Sometimes I help, sometimes I crush.
Size is king!
9 I am delighted by every new discovery and observation I make. I don’t always say it out loud, but I’m pretty much
always smiling.
10 There is a type of small creature that gives me the heebie-jeebies. Whenever I see one, my chest feels tight, and
my diodes start glitching. What if it gets into my circuitry?!
11 My initial response to everything is to laugh, even when I probably shouldn’t. Very inopportune moments, especially
sad ones, can always be lightened with a laugh, right?
12 When I’m on a rampage, it’s extremely difficult for me to stop destroying things.

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CHAPTER 2: CHARACTER OPTIONS

Form Influences surroundings and formulate their Alt Mode based


on a planet’s indigenous sentient lifeforms. This
Alongside any Faction (or Factions!) you choose, could be a creature of prehistoric Earth reached
your form has an equal if not greater effect on via transwarp travel, sentient plant life on an alien
who you are as a character. Form Influences tell planet, or any other conscious being encountered
the story of where and when you have been. Were in the immensity that is all of existence. As
you affected by the wave of energy dispersed from Cybertronians, even when these partially organic
the destruction of the Vok Planet Buster over Earth, bots are in their Bot Mode, their Alt Mode (or
or by a similar event on a wholly different, far-off Beast Mode) is visible in some way. There are some
planet, altering your structure into a Transmetal? exceptions to this rule, as in the case of Mutant
Were you a survivor on Cybertron, reformatted into Beasts, for example, who have two organic Beast
a Technorganic? Modes and no Bot Mode.
Form Influences add a variety of Perks that are The extreme levels of Energon radiation present
generally stronger than other Influences, so you only on prehistoric Earth required the DNA scanner and
benefit from the most recent Form Influence Perk, Cybertronian systems to adapt by restructuring the
while retaining your Bonds, Characteristics, and Maximal and Predacon Alt Modes into fully flesh-
other facets of your past Influences. and-bone Beast Modes. These BioGenetic Alt Modes
are fully organic, all the way down to the DNA. In
Beast Modes other cases, when the Beast Mode is needed for
disguise rather than protection, the Alt Mode is a
After the Great Upgrade, the Transformation Cog mix of organic and mechanical, or Technorganic.
of Cybertronians gained the ability to scan their

Protoforms
While not a chassis playable with any special
rules, protoforms are a beginning stage within
the lifecycle of a Cybertronian. In Beast Wars,
stasis pods containing protoforms and Sparks
would periodically enter the atmosphere and
crash land on Earth’s surface. Players could
theoretically live briefly in such a state and,
in very unique circumstances, have a special
ability. Cybertronians in a protoform state are
extremely vulnerable and lack purpose outside
of scanning for a life-form on which to base
their Alt Mode and capabilities.
A notable protoform that never evolved
into a truly functional Transformer Bot was
Transmutate, who had a Sonic Scream attack.
Transmutate came from one of the stasis
pods that the Maximal exploration vessel, the
Axalon, ejected into orbit around prehistoric
Earth when it crashed after a space battle
with the stolen Predacon ship, the Darksyde.
In the case of Transmutate, its stasis pod
was badly damaged, and the protoform within
suffered errors, though not complete failure, in
its attempt to finalize a shape.

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BIOGENETIC Potential Hang-Ups
BioGenetics are Cybertronians with an Alt Mode • Always Hungry (The Decepticon
that is fully biological, at the DNA level. When Directive, p. 31)
the Axalon crashed on prehistoric Earth, the
• Impulsive (Core Rulebook, p. 42)
Cybertronians aboard regenerated with fully
• Mode Attachment (The Decepticon
organic Alt Modes as a survival mechanism against
Directive, p. 31)
the extreme levels of Energon radiation present.
The initial lifeform scan provided them with their
Alt Mode forms, spanning the gamut of the entire Suggested Characteristics
animal kingdom, from birds to primates and other Whatever your motivation for traveling the stars,
mammals to the fossilized bones and structures of whether exploring the universe for the thrill of
bygone creatures, including dinosaurs. discovery, the potential for domination, or some
mix of the two, you’re sure to encounter some
Influence Perk interesting biological life-forms for your DNA scanner
to inspect. What brought you to the planet where
The Beast Mode of a BioGenetic is a genuine
your Beast Mode was acquired? Did you travel with
animal (or plant). If your form remains BioGenetic,
a crew or are you alone? Did your Transformation
you gain an Edge on any Skill Tests made to hide
Cog initiate the development of a fully organic Alt
or blend into a suitable environment and an Edge
Mode because of Energon radiation? Or perhaps the
on Skill Tests when interacting with creatures of
beings living on the planet had extrasensory abilities
the same species as you. If you are no longer
to sniff out impostors, so a fully organic form was
BioGenetic, you gain ↑1 on those Skill Tests
required to maintain your disguise? Going further,
instead. An Ankylosaurus in a museum or amongst
were you once a Transmetal or Transmetal II who was
other dinosaurs, a grizzly bear by a stream, or a
de-Transmetallized by Megatron’s virus on Cybertron?
colorful plant in a jungle are all situations where a
BioGenetic could possibly hide in plain sight.

TABLE 2-4: BIOGENETIC BONDS


D12 BOND
1 When in my Beast Mode, it’s difficult for me to suppress my natural drives. It’s important to me to have time to
roam in my Alt Mode as the beast I have become.
2 I consider the planet that is home to my Beast Mode’s species my home as well, more so than Cybertron.
3 I care greatly for one of the natural beings my Beast Mode comes from. I cannot remove them from their native
environment, and although I’ve said my goodbyes, I miss them every day.
4 My DNA scanner formatted my Alt Mode as a creature that is now extinct, and as far as I know, I am the last
of its kind.
5 I feel so basic and antiquated as a BioGenetic compared to the other forms my fellow Cybertronians have
implemented, which I consider to be more advanced.
6 I hate traveling alone and always need to have someone with me to form my pack, my murder, my pride, my herd.
7 We must leave the natural world as we found it and use our advanced technology to conserve environs and
climates for our biological counterparts.
8 Whenever I encounter a new environment, I like to sit and be in the moment, smelling the air, studying the terrains,
and watching the living creatures within.
9 I have a small critter that I took with me and keep as a pet. It’s useless outside of being a source of comfort and
joy, which is exactly what I’ve needed.
10 The first thing I did when I awoke in my new beast form was kill a creature. It’s a source of great shame for me and
something I only retell to the closest of companions.
11 My Beast Mode has afforded me the ability to study creatures and their habitats and relationships much closer
than I ever anticipated. I love to talk about my findings to my compatriots.
12 Organic food is gross. The only way I’d put that junk in my mouth is if it was life or death!

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CHAPTER 2: CHARACTER OPTIONS

TRANSMETAL Potential Hang-Ups


“The quantum surge must have mutated your • Impulsive (Core Rulebook, p. 42)
superstructures!” – Airazor • Vainglorious (Core Rulebook, p. 43)
Transmetals no longer have an exclusively organic • Whimsical (Core Rulebook, p. 43)
Beast Mode, their structure mutated to become
metallized. A Transmetal’s Bot Mode still exhibits Suggested Characteristics
facets of their new Alt Mode, such as fur, hooves, or
The metamorphosis from biogenetic to Transmetal
other appendages. In most cases, a Transmetal’s Alt
was sudden and came without warning. Generally
Mode develops an additional mode of transportation.
interpreted as an upgrade, the source of the
Even with the metallization, these Transmetal forms
metallization could be concerning to someone with a
seem to maintain their fundamental ability to protect
scientific mind. That said, the mobility improvement
against high levels of Energon radiation. Whether
and increased durability is a net gain. Were you
this is a carryover from the biogenetic programming
transformed from another form into a Transmetal
within the T-cog or an integration of the Vok’s powers
by the quantum surge? Did you exit your stasis
during the surge is up to your GM.
pod as a Transmetal? Or was there
some other Vok-related time-space
Influence Perk event that transformed you
Choose a Ground, Aerial, or Aquatic Speed for your into a Transmetal?
Alt Mode with a Movement of 40 feet. If your Alt
Mode already has multiple Movement types, you
may choose one and add 20 feet to it. What does
it look like? Do wheels extend from your chassis
like Rattrap’s trike or Tarantulas’ motorcycle? Do
you have a flying board attached to your feet like
Optimus Primal’s Transmetal form? Do propellers
emerge from your sides? Or something completely
different? Discuss further with your GM whether the
integrated transportation addition to your Alt Mode
gives you any further advantages. Additionally, add
+1 to your Toughness. RATTRAP
TABLE 2-5: TRANSMETAL BONDS
D12 BOND
1 I prefer to travel using the mechanized transportation of my Alt Mode rather than the basic, beastly ways. It’s
wheels or jets for me!
2 I’m obsessive about the cleanliness of my chassis and consciously pose in ways that make my shiny parts sparkle.
3 I’m afraid of the Vok and what their technologies are capable of. I’m waiting for the other tread to drop. After all,
what is time to beings such as the Vok?
4 Being so shiny brings too much attention to me, and I do everything I can to make myself duller.
5 I have a close friend who didn’t undergo a Transmetal upgrade. They insist they’re not jealous and that my form
isn’t an upgrade. I say their denial tells me everything I need to know.
6 I wish I could roam amongst the beasts of my kind without immediately scaring them.
7 I had a tough time adapting to the mechanized transportation in my Beast Mode and continue to experience some
anxiety when engaging it.
8 The Vok are a dangerous and enigmatic alien race, and I’m desperate to find and study more of their technologies.
9 I am constantly testing the limits of my Transmetal form and ofttimes find myself in perilous situations when I do.
10 The best way to start the day is to watch the sunrise from the highest nearby peak.
11 I never asked to be “upgraded” to a Transmetal. I mourn the loss of my biogenetic Beast Mode!
12 I think Transmetals are better in every way and don’t understand why anyone wouldn’t want a Transmetal form.

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MUTANT BEAST strengths, increases the scope of what a character
Mutant Beasts have two separate Beast Modes can accomplish. With the loss of a Bot Mode came
and no Bot Mode. Many were once Fuzors, but the development of extrasensory powers, allowing
an anti-conversion virus released by Megatron Mutant Beasts to gain abilities in the realms
separated their two combined beast forms into two of invisibility, telekinesis, teleportation, innate
separate modes and caused them to lose their Bot electromagnetic disruption powers, and more.
Mode. Having two Beast Modes, each with different

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CHAPTER 2: CHARACTER OPTIONS

Mandatory Hang-Up During character creation, you may choose


one Perk from the Technorganic Influence Perks
Strange Reputation: The reputation and largely (see p. 47) for which you meet the prerequisites
abnormal existence of Mutant Beasts make it to assign to one of your Alt Modes. When a rule
difficult to interact with non-Mutant Cybertronians. mentions your Alt Mode, assume it applies to
You suffer a Snag on all Social Skill Tests when only one of your Alt Modes when the rule comes
dealing with Cybertronians who do not have an into play. Additionally, when you gain a Perk that
organic mode and ↓1 on all Social Skill Tests when applies to an Alt Mode, choose which Alt Mode
dealing with Cybertronians who do. it applies to when you gain the Perk. After 1st
GMs can also apply the following Hang-Up to level, whenever you are eligible to choose an
balance Mutant Beasts: additional General Perk, you may instead choose
Lingering Side Effects: Mutant Beasts may not a Technorganic Influence Perk for which you meet
acquire a third Alt Mode via Perks or other means; the prerequisites.
they are immutably organic.
Suggested Characteristics
Influence Perk Options The very existence of a Cybertronian without
To create a Mutant Beast character, choose two a Bot Mode could be challenging to accept.
non-Fuzor Origins and use the Alt Mode Movement, The powers acquired and cultivated by Mutant
Size, and Special Attacks from each to define your Beasts feel contradictory to what it means to be a
two Alt Modes. Choose one of the chosen Origins Cybertronian. In the face of alienation, how do you
to set your Essence Score Increase, Origin Skill, respond? Do you pull away and harbor resentment
Starting Health, Languages, and Origin Benefit. You for your fellow Cybertronians? Do you turn that
cannot choose two Origins with Alt Mode Sizes that animosity inward towards yourself? How do you
are different by more than one Size Class unless you find purpose in such extraordinary circumstances?
take the Size Change General Perk. Discuss further Consider the throughline of your character’s
customizations with your GM. approach to only having two organic modes in
such a technological reality.

TABLE 2-6: MUTANT BEAST BONDS


D12 BOND
1 I lament not having a Bot Mode like my fellow Cybertronians.
2 We Mutants are an evolutionary marvel, and I’m proud to have two organic modes.
3 I dislike Predacons and Maximals alike. Their conflict harms everyone, including those uninvolved in their squabbles.
4 I spat in the face of a Cybertronian who later rescued me from a dangerous situation.
5 Mutant Beasts are not an accident or the result of a haphazard virus. We are a planned evolution by Primus himself.
Our fates are set, and we can only strive to live up to them.
6 Cybertronians come in so many different forms, and us Mutant Beasts only add to the variety. I love learning about all
kinds of Cybertronians!
7 I have a special noise I make when I convert between my Beast Modes. I make other “bot” noises, too. Other Mutants
usually either think I’m mocking “normal” Cybertronians or trying to be like one. They’re right.
8 I believe we’re all special in our own ways; it’s just a matter of accepting ourselves as we are. We should all be friends.
9 I hide the fact that I don’t have a Bot Mode from new faces for as long as possible, until I get to know them.
10 I barely remember what it was like to be a Fuzor. I’ve left that part of my life behind me.
11 Bot Modes in this post-Great-Upgrade world are practically useless.
12 I spend time after resting cleaning and primping both of my Beast Modes.

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TRANSMETAL II Alt Mode is derived from. The ferociousness of a
Altered by a mysterious piece of Vok technology bear, impetuousness of a monkey, or skittishness
referred to as a Transmetal driver, Transmetal II forms of a bird would all be amplified, though not
come with psychic powers alongside a Bot Mode uncontrollable. What aspect of your beast is
that is an aberrant, sometimes frightening mishmash exacerbated while in Beast Mode? Consider
of robot and beast. the variability of the nature of the beast within.
How do you feel about the gruesome physical
imbalance imparted by the Transmetal II form on
Influence Perk Options
your Bot Mode?
During character creation, you may choose one Perk
from the Technorganic Influence Perks (see p. 47)
for which you meet the prerequisites. After 1st level,
whenever you are eligible to choose an additional
General Perk, you may instead choose a Technorganic
Influence Perk for which you meet the prerequisites.

Potential Hang-Ups
• Impulsive (Core Rulebook, p. 42)
• Violent (Core Rulebook, p. 43)
• Whimsical (Core Rulebook, p. 43)

Suggested Characteristics
The Transmetal II form comes with some serious
side effects, particularly while in your Beast
Mode. These complications heighten the animal
sensibilities associated with whichever beast your

TABLE 2-7: TRANSMETAL II BONDS


D12 BOND
1 I revel in the heightened animal traits I’ve gained since becoming a Transmetal II.
2 I sought out Transmetallization in order to impress someone I highly respect.
3 I was with a friend when I encountered the Transmetal driver, and when I came to, they were nowhere to be found.
4 I took something as a keepsake from the place where I was Transmetallized.
5 I don’t have many close friends, but I would do anything to help them and keep them safe.
6 I am a proponent of making the Transmetal driver and Transmetallization available to all Cybertronians.
7 I have a tendency to put the cart before the horse and involve myself in situations where I don’t belong.
8 I try to take time every day to meditate on existence in a futile effort to calm the beast within.
9 I have an elevated level of self-confidence that tends to rub people the wrong way. Their loss.
10 I’m self-conscious of how monstrous my Bot Mode looks and prefer to be in my Beast Mode whenever possible.
11 When it comes down to the wire, self-preservation is at the forefront of my mind.
12 I’m always on the lookout for the next best advancement in technology.

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CHAPTER 2: CHARACTER OPTIONS

TECHNORGANIC TABLE 2-8: TECHNORGANIC BONDS


D12 BOND
1 The Oracle reformatted me into what I am. I know
“Seek the balance. Tame the beast within.” — for a fact that it is not a myth.
Optimus Primal
2 I do my best to practice mindfulness and stay
in tune with myself to make converting easy. No
past, no future. Only now.
For Technorganics, converting into their Bot Mode 3 I lost someone very close to me when Megatron’s
can’t be done with a simple command, requiring a virus was released. I ran, and my reward is being
form of meditation. They are a mix of technological the survivor.
and biological, originally created by the Oracle 4 I am fascinated by the history of Cybertron. The
itself and then further propagated by Optimus creation, the wars, the evolutions… you can
always find the answer in the past.
Primal, the keeper of the Matrix, as a means to
a harmonious biotechnological existence on 5 I struggle to keep the peace within and easily
lose my temper.
Cybertron.
6 My love of life knows no bounds. From the tiniest
bee to the largest celestial creature, the spirit of
Influence Perk Options creation lives in us all.
7 I do everything I can to further the
Due to their advanced structure, standard CR progress of Cybertron’s march towards a
chambers do not work to repair Technorganic forms, Technorganic reality.
though while in Bot Mode, Technorganics can heal 8 I’m always on the lookout for the “next best
faster due to integrated medical nanotechnology. thing.” The newest technology and the latest
trends are all on my radar.
Technorganics are also invisible to standard
scanners and Resistant to Fire damage while in 9 I found a coin early in life that I sometimes flip to
help make decisions.
Beast Mode.
10 I came across a cutting from an interesting
During character creation, you may choose one plant on a far-off world and I’m committed to
Perk from the Technorganic Influence Perks (see p. keeping it alive.
47) for which you meet the prerequisites. 11 I have a tendency to debate in conversations, even
when I don’t necessarily agree with what I’m saying.
After 1st level, whenever you are eligible to
12 I harbor doubts about the Technorganic ideals. Is
choose an additional General Perk, you may instead it truly the singular best fate for all of Cybertron?
choose that Perk from this list.

Mandatory Hang-Up Origins


Reformatted: While Technorganics can have When choosing an Origin (or chassis), you may find
a history of other form Influences, upon being that your character concept works with multiple
reformatted into a Technorganic, the benefits of different chassis options. If your Alt Mode is an
those prior forms are typically lost and replaced otter, for example, you could choose the Swimmer,
by the powers of their new form. Furthermore, a Nimble, or Quadruped chassis and they would all
Technorganic character cannot have a Fuzor Origin. be “correct.” These broad chassis categories are
intended to allow players to choose whichever best
fits the idea of what they want their character to be.
Suggested Characteristics
You may want to discuss swapping certain aspects
Technorganics are the balance between of one chassis with another. Using the example
technological and biological, viewed by some as the of an otter Alt Mode, you may want to choose the
zenith of Cybertronian evolution. Think about the Swimmer chassis as your foundation but opt for the
mantra or internal process you use to reach the state Essence Score Increase, Origin Skill, and Origin
of equilibrium required to convert from your Beast Benefit of a Nimble chassis. As usual, discuss any
Mode into your Bot Mode. Is it a battle for you, or customizations with your GM.
do you find converting easy? This section also reprints three Origins useful to
the setting as you build your beast form chassis:

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• The Insecticon from The Decepticon TABLE 2-9: FUZOR CHASSIS BENEFITS
Directive, p. 34 BEAST ORIGIN BENEFIT
• The Monstrosity from The Decepticon Behemoth Increase your Health by 1. Additionally,
Directive, p. 36 add 10 feet to your Alt Mode’s
Ground Movement.
• The Pretender from the Essence20 Field Guide to
Action & Adventure, p. 62 Carapaced Increase your Toughness by 1.
Climber/Nimble Increase your Evasion by 1. You also
gain a Climb Movement 30 feet.
Choosing a Size Class Flora Increase your Health by 1.
Most of the Origin choices in this book have Flyer You gain an Aerial Movement of 40
multiple sizes to pick from. Unless otherwise noted feet. You also gain ↑1 on Alertness
or you’ve taken the Size Change General Perk, Skill Tests related to vision.
your Bot Mode and Alt Mode must have the same Insecticon Increase your Toughness by 1, and
you gain ↑1 on Brawn Skill Tests.
Size Class.
Many-Armed You gain ↑1 on Acrobatics or Alertness
FUZOR Skill Tests.
Monstrous Your natural weapon attacks gain the
With an Alt Mode that is two different animal forms Accurate (↑1) Trait.
combined into one, you are multi-talented though Primate Increase your Willpower by 1.
unspecialized as a Fuzor. Consider the two animals
Quadruped You gain ↑1 on Skill Tests that
that your character is an amalgamation of. With the predominantly utilize your senses of
creatures of Earth in mind, you could have the shell hearing or smell. Additionally, add 10
of a tortoise with an octopus body. Or the wings and feet to your Alt Mode Movement.
feet of a bat with the head and torso of a boar. These Saurian You are Immune to Poison damage
fused forms provide moderate benefits from each of and effects.

their related chassis’ types. Slitherer Increase your Cleverness by 1.


Swimmer You gain an Aquatic Movement of
Examples of Fuzor Characters: Silverbolt, 40 feet. Additionally, your melee
Quickstrike and natural weapons gain the
Amphibious trait.
Essence Score Increase: Increase any
Essence by +1
Fuzor Bot Mode
Origin Skill: The attributes from two animal forms
allow for versatility in choosing an Origin Skill. Movement: 30 feet Ground
Increase any Skill in the increased Essence that Size: Common, Large, or Long
makes sense for your character concept.
Starting Health: 3 Fuzor Alt Mode
Languages: Cybertronian, Adopted Earth language, Movement: 40 feet Ground
plus one additional language for every 3 points of
Smarts you possess. Size: Common, Large, or Long
Special Attack: Using a fang-filled mouth, talons,
Origin Perk: Twofer claws, horns, tail spikes, or other natural weapons,
you have the following Special Attack.
You gain one benefit from each of the two animals
Natural Weapon (Might): Might Skill, Reach
you’ve chosen as your combined Alt Mode, (1 Blunt or Sharp damage)
corresponding to whichever Origins fit best within
Alternate Effect: Maneuver
your character concept. These benefits only apply
while you are in your Alt Mode. Traits: Blunt or Sharp, Integrated

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CHAPTER 2: CHARACTER OPTIONS

BEHEMOTH SMASH! (Might): Might Skill, Reach×2 (2


Blunt damage)
You are a land leviathan, able to fell trees and
Alternate Effect: Stun 2 (↓1), Maneuver
make your own path through your surroundings
and life itself. Behemoths take their form from Traits: Blunt, Integrated
the largest creatures throughout the history of
the natural worlds of the universe. Your Alt Mode CARAPACED
could be an elephant, an enormous dinosaur such Your exoskeleton provides you with natural armor in
as a Tyrannosaurus, a sloth-like megatherium, your Beast Mode and, in some cases, even a portable
or another colossal beast. You may not be the home. Is your Alt Mode a giant, thick-shelled crab,
stealthiest on the team, but when something needs scurrying, burrowing, and skittish? A desert-dwelling
busting, you’re there. Does your puissance reinforce tortoise, ambling and jovial? Or an armadillo-like
your confidence, or your anxiety? Whether you beastie from a far-off planet? Carapaced chassis are
proudly bound or carefully step into the situation, hardy, and their inherent armor could cause them to
one thing is clear: You are a capable force to be be overly self-assured; on the other hand, they could
reckoned with. have a tendency to retreat-in-place, if their shell is
Examples of Behemoth Characters: also a formidable shelter.
Rhinox, Grimlock Examples of Carapaced Characters: Cicadacon,
Essence Score Increase: Increase your Strength Seaclamp, Skold
Essence by +1 Essence Score Increase: Increase your Strength
Origin Skill: You have a naturally large and Essence by +1
muscular frame that grants you an increase to either Origin Skill: You have a hard exterior that supports
your Brawn or Might Skill. your movements, granting you an increase to your
Starting Health: 4 Brawn or Conditioning Skill.

Languages: Cybertronian, Adopted Earth language, Starting Health: 3


plus one additional language for every 3 points of Languages: Cybertronian, Adopted Earth language,
Smarts you possess. plus one additional language for every 3 points of
Smarts you possess.
Origin Perk: Smash!
Origin Perk: Knock, Knock!
You are large, dense, and acutely aware and in
control of your strength. You gain 1 Toughness. Also, Your hardened exterior offers you bonus protection,
once per day, you gain an Edge on any Might Skill causing rudimentary attacks to bounce and slip off
Test. Finally, you may spend 1 Energon to add the of you. You gain 1 Toughness and reduce incoming
Wrecker trait (the Transformers Roleplaying Game: Sharp damage by 1 (to a minimum of 0).
Core Rulebook, p. 120) to an attack.
Carapaced Bot Mode
Behemoth Bot Mode
Movement: 30 feet Ground
Movement: 40 feet Ground Size: Common or Large
Size: Large or Huge
Carapaced Alt Mode
Behemoth Alt Mode
Movement: 40 feet Ground. Choose either to
Movement: 60 feet Ground add 20 feet to your Ground speed or gain a 25 feet
Size: Large or Huge Underground speed.

Special Attack: Using your size to your advantage, Size: Common or Large
you can smash enemies with the following
Special Attack.

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Special Attack: Using a fang-filled mouth, talons, Climber/Nimble Alt Mode
claws, horns, tail spikes, or other natural weapons,
you have the following Special Attack. Movement: 50 feet Ground
Natural Weapon (Might): Might Skill, Reach (1 Blunt Size: Small or Common
or Sharp damage) Special Attack: Using a fang-filled mouth, talons,
Alternate Effect: Maneuver claws, horns, tail spikes, or other natural weapons,
Traits: Blunt or Sharp, Integrated you have the following Special Attack.
Natural Weapon (Finesse or Might): Finesse or
CLIMBER/NIMBLE Might Skill, Reach (1 Blunt or Sharp damage)
There are not many landscapes that you cannot Alternate Effect: Maneuver
traverse, and you’re pretty good at creeping your Traits: Blunt or Sharp, Integrated
way into nearly any place. Whether you’re a shrewd
rodent, rugged-looking mountain goat, lithesome FLORA
arthropod, or sneaky alien critter, you’re sharp and There are no known sapient plants on Earth, but
speedy. Are you a patient calculator, mapping out your Alt Mode could be scanned from anywhere
your entry and exit strategies? Or do you tend to in all of cosmic existence through space and time.
wing it, placing your trust in your wits and flying Sentience can develop through evolution, and
by the seat of your proverbial pants? Whatever your the universe is vast and divergent. You could be a
approach, you’re the best bet for covert operations. hyperconscious Venus flytrap, for example, scanned
Examples of Climber/Nimble Characters: Rattrap, from a species that is either naturally occurring
Blackarachnia or even given intelligence through extraterrestrial
Essence Score Increase: Increase your Speed or meddling. Your Alt Mode was acquired either on a
Smarts Essence by +1 distant planet or in another moment in time, and
your genetic structure is closer to cellulose and
Origin Skill: You are quick and cunning, giving cytoplasm than flesh and blood. Are you calm and
you an increase to your Finesse, Infiltration, wise like an old oak tree? Or are you more like an
Alertness, or Culture Skill. This skill training must be invasive ivy, wild and energetic?
in the Essence taken in your Essence Score Increase.
Examples of Flora Characters: Botanica
Starting Health: 2
Essence Score Increase: Increase your Smarts or
Languages: Cybertronian, Adopted Earth language, Social Essence by +1
plus one additional language for every 3 points of
Smarts you possess. Origin Skill: Your roots are connected to nature,
and you are innately empathetic to the world
around you. You gain an increase to your Science
Origin Perk: Over the Candlestick
or Persuasion Skill. This skill training must be in the
Naturally wily, you gain ↑1 on Acrobatics and Essence taken in your Essence Score Increase.
Infiltration Skill Tests and are unimpeded by rough Starting Health: 4
terrain. Additionally, choose one:
Languages: Cybertronian, Adopted Earth language,
• Agile Reflexes: Once per Scene, when an plus one additional language for every 3 points of
attack targets your Toughness, you may use Smarts you possess.
Evasion instead.
• Innate Climber: You gain a 40 feet Climb Origin Perk: Plant Plasticity
Movement while in your Alt Mode.
The molecular structure of a plant is different from
Climber/Nimble Bot Mode that of animals, whether the plant is sentient or
not. Once per rest, the first time you are reduced
Movement: 35 feet Ground to 0 Health, roll a d4. After that many rounds of
Size: Small or Common combat have passed, if you have not incurred
any further damage, you automatically restore 1
Health. Additionally, your regenerative DNA allows

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CHAPTER 2: CHARACTER OPTIONS

you to recover an additional Essence Point, if Origin Perk: Bird’s Eye View
applicable, after six hours of rest within a 24-hour
period. Finally, you gain an additional Movement You soar into the air, scanning the environment and
type: 25 feet Underground, passing through earth communicating what you observe back to your
or loosely packed stone. Your underground path teammates. You gain ↑1 on Alertness Skill Tests related
must not be obstructed by any solid stone or to vision. Once per scene, while moving in your Alt
synthetic material. Mode, you can use the Lend Assistance action to grant
↑2 in addition to the normal effects of the action if it
would benefit from having a higher vantage point.
Flora Bot Mode
Movement: 30 feet Ground Flyer Bot Mode
Size: Common or Large Movement: 30 feet Ground, 25 feet Aerial
Size: Small or Common
Flora Alt Mode
Movement: 40 feet Ground Flyer Alt Mode
Size: Common or Large Movement: 50 feet Aerial, 15 feet Ground
Special Attack: Using roots, branches, vines, or Size: Small or Common
other natural weapons, you have the following
Special Attack. Special Attack: You gain a Flyby attack using your
fang-filled mouth, talons, claws, horns, tail spikes,
Natural Weapon (Finesse or Might): Finesse or
Might Skill, Reach×2 (1 Blunt damage)
or other natural weapons.
Natural Weapon Flyby (Driving): Driving Skill,
Alternate Effect: Maneuver (↑2)
Reach (1 Blunt or Sharp damage, Trip)
Traits: Blunt, Integrated
Alternate Effect: Maneuver

FLYER Requirements: Alt Mode Only; Move at least 10 feet


before attacking
You are a creature with natural flying means,
Traits: Blunt or Sharp, Integrated
taking high to the sky to be amongst the clouds.
As a Flyer chassis, you make an excellent scout, INSECTICON
capable of avoiding low-lying rough terrain and
gaining elevation to survey your surroundings. The Insecticon is an Origin covered in detail in
Besides a winged Earth-based creature, you could the Decepticon Directive, p. 34 and reprinted for
be an alien species with other means of flight, if it convenience.
fits into the setting of the story. The sky and your You come from a long line of Cybertronian with
GM are the limit! roots in the primal forces that shaped entire planets;
Examples of Flyer Characters: Airazor, Nyx, the Swarm is as much a part of you as you are of
Terrorsaur, Waspinator it. You know the hunger of all your siblings, the
insidious gnawing cold in your cogs for even the
Essence Score Increase: Increase your Speed or smallest trickle of Energon. Luckily for you, the
Smarts Essence by +1 Insecticons have evolved to make the most out of
Origin Skill: Your ability to soar to great heights every bit they can get their mandibles on.
gives you an advantage in nearly any situation. Examples of Insecticon Characters: Bombshell,
Increase either your Driving or Alertness Skill. This Kickback, Shrapnel
Skill training must be in the Essence taken in your
Essence Score increase. Essence Score Increase: Increase your Strength
Essence by 1.
Starting Health: 3
Origin Skill: Primal insectoid power flows through
Languages: Cybertronian, Adopted Earth language, you, allowing you an increase to your Athletics
plus one additional language for every 3 points of or Brawn Skill, using the Strength Essence Score
Smarts you possess. increase above.

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Starting Health: 3 MANY-ARMED
Languages: Cybertronian, Insecticon, Adopted Your prehensile appendages number in the many,
Earth language, plus one additional language for whether you are an octopus, large jellyfish,
every 3 points of Social you possess. particularly handy arachnid, or altogether alien
species. You’re able to complete a multitude of
Origin Perk: Insectoid Components tasks lightning fast, not necessarily because your
movements are swift but because your numerous
As a strain of Cybertronian that can trace its lineage hands can operate independently on their own
back to ancient swarms, you have natural armor assignments. As a Many-Armed chassis, you make
that grants a +2 deflective bonus to your Toughness a great engineer, crafter, or any other specialty
Defense. Additionally, you gain ↑2 on Brawn Skill requiring several deft hands. Consider your
Tests in your Alt Mode. It should be noted that relationship with your sundry limbs. Do they
Insecticon Alt Modes rarely, if ever, gain the bonus sometimes have a mind of their own and get in the
to Infiltration that most other Alt Modes offer. way? Or are they lithe and controlled?
Many-Armed Character Example: Blackarachnia
Insecticon Chassis Configurations
Essence Score Increase: Increase your Speed or
Your Alt Mode is that of an oversized arthropod Smarts Essence by +1
common to the area you inhabit. Of Insecticons
Origin Skill: Your many appendages aid in
found on Earth, this could range from beetle and
maneuverability, and the constant management
locust to wasp and even scorpion.
of them requires increased brainpower. Increase
your Acrobatics or Alertness Skill. This Skill training
Insecticon Bot Mode must be in the Essence taken in your Essence
You have the following benefits when in Score increase.
your Bot Mode. Starting Health: 3
Movement: 30 feet Ground Languages: Cybertronian, Adopted Earth language,
Size: Large plus one additional language for every 3 points of
Smarts you possess.
Fine Motor: The additional joints and opposable
digits gained in Bot Mode allow you to use tools
Origin Perk: Too Many Arms!
and manipulate objects.
You gain an Edge on non-combat Skill Tests that
Insecticon Alt Mode benefit from multiple hands. Your melee attacks
intrinsically have the Multi-Weapon (X) trait (see The
You have the following benefits when in your Alt Mode. Transformers Roleplaying Game Core Rulebook, p.
Movement: 30 feet Ground and 40 feet Aerial 151), where X is equal to 1 plus your level divided
Size: Long by 5 (round down).

Crew: 0
Many-Armed Bot Mode
Firepoints: 0
Movement: 30 feet Ground
Fine Motor: The additional joints and opposable
digits available in Alt Mode allow you to use tools Size: Common or Large
and manipulate objects.
Many-Armed Alt Mode
Special Attack: Using biting mandibles, crushing
claws, bashing proboscis, or other arthropodal natural Movement: 30 feet Ground. Choose either an
weapons, you have the following Special Attack. additional 40 feet Aquatic Movement or increase
Natural Weapon (Might): Might Skill, Reach (1 Blunt your Ground speed to 50 feet.
or Sharp damage)
Size: Common or Large
Alternate Effect: Maneuver
Traits: Blunt or Sharp, Integrated

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CHAPTER 2: CHARACTER OPTIONS

Special Attack: Using a fang-filled mouth, talons, Monstrosity Bot Mode


claws, horns, tail spikes, or other natural weapons,
you have the following Special Attack. You have the following benefits when in
your Bot Mode.
Natural Weapon (Might): Might Skill, Reach (1 Blunt
or Sharp damage) Movement: 35 feet Ground
Alternate Effect: Maneuver Size: Huge
Traits: Blunt or Sharp, Integrated Fine Motor: The additional joints and opposable
digits gained in Bot Mode allow you to use tools
MONSTROSITY and manipulate objects in ways that are impossible
The Monstrosity is an Origin covered in detail in the in your Alt Mode.
Decepticon Directive, p. 36 and reprinted below for
convenience. Monstrosity Alt Mode
You have a Spark that burns brighter and hotter You have the following benefits when in
than most so-called civilized bots. Where others set your Alt Mode.
their T-cogs to take on the forms of racers, planes,
tanks, and more… your fire forged your shape into Movement: 40 feet Ground or 40 feet Aerial or 40
that of a great beast, a vicious thing from the ancient feet Aquatic
times and stories from across the cosmos. It is so Size: Huge or Extended
ingrained in your Spark to be this beast that you are
Crew: 0
almost more comfortable living in a storm of teeth
and claws than existing as a common citizen. Firepoints: 0
Examples of Monstrosity Characters: Airachnid, Bestial Articulation: For all its advantages, your
Headstrong, Sinnertwin creature shape limits how easily you interact with
the world around you. You must use body parts
Essence Score Increase: Increase your Strength
not designed for articulation or precision, such as
Essence by 1.
mouths, claws, or hooves, to perform certain tasks.
Origin Skill: Your fury is palpable, and your body Whenever this applies, you suffer a penalty of ↓1.
is full of untapped rage, allowing you an increase
Special Attack: Using a fang-filled mouth, talons,
to your Brawn or Might Skill, using the Strength
claws, horns, tail spikes, or other bestial natural
Essence Score increase above.
weapons, you have the following Special Attack.
Starting Health: 4 Natural Weapon: Might Skill, Reach (1 Blunt or Sharp
Languages: Cybertronian, plus one additional damage); Maneuver alternate effect
language for every 2 points of Social you possess.
PRIMATE
Origin Perk: Tooth And Claw Your Alt Mode is an ape, orangutan, or similar
simian beast. Your opposable thumbs allow you to
You are driven by a predator’s instincts when you use tools and even weapons with ease while in your
give into your Spark’s nature. In your Alt Mode, your Alt Mode, and you are an efficient climber. Those
Unarmed Attacks are considered Natural Attacks, with the Primate Origin are liable to find comfort in
inflict Sharp or Blunt damage (based on the attack), being amongst familiar company and feel unsettled
and have the Accurate (↑1) Trait. when they are on their own. Clever, curious, and
intelligent, you may be a talented mechanic or
Monstrosity Chassis Configurations natural leader. You are most at ease in forests,
jungles, and other environments lush with diverse
Your Alt Form is one of a beast, whether a real
elevations.
creature like a lion or condor, or a legend and myth
like a dragon or griffon, or even creature that once Examples of Primate Characters: Optimus Primal
lived, like a dinosaur. Depending on your planet Essence Score Increase: Increase your Smarts or
of origin, you might even take on the form of an Social Essence by +1
alien organism.

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Origin Skill: Your home in the forest and elevated Essence Score Increase: Increase your Strength or
intellect and sociability grant you an increase in Speed Essence by +1
your Survival or Persuasion Skill. This skill training Origin Skill: Increase either your Brawn or
must be in the Essence taken in your Essence Infiltration Skill. This skill training must be in the
Score Increase. Essence taken in your Essence Score Increase.
Starting Health: 3 Starting Health: 3
Languages: Cybertronian, Adopted Earth language, Languages: Cybertronian, Adopted Earth language,
plus one additional language for every 3 points of plus one additional language for every 3 points of
Smarts you possess. Smarts you possess.

Origin Perk: Prehensile Feet Origin Perk: Hunter’s Prowess


While in your Alt Mode, your feet and toes have the All Quadruped chassis gain ↑1 on Skill Tests that
same mobility as hands and fingers, allowing you predominantly utilize their senses of hearing or
to grip branches, ledges, items, and even weapons. smell. Furthermore, choose one benefit below that
Even when your hands are otherwise engaged, you corresponds to the animal form your Alt Mode is
can use your feet to pick up items and fire weapons. modeled after:
The usefulness of your appendages also grants you
↑1 on Acrobatics Skill Tests while in your Alt Mode. • Brute: Gain ↑1 on Brawn Skill Tests. Your Brawn
is considered to be 2 higher for determining how
Primate Bot Mode much weight you can lift, carry, and drag.
• Burrower: You can tunnel through dirt and earth
Movement: 30 feet Ground using your large claws. You gain an Underground
Size: Common or Large Movement of 25 feet.
• Sprinter: Add 20 feet to your Alt Mode’s Ground
Primate Alt Mode Movement. Additionally, once per scene, you may
double your Movement for one round.
Movement: 50 feet Ground, 30 feet Climb • Stalker: Gain ↑2 on Infiltration Skill Tests.
Size: Common or Large
Special Attack: Using a fang-filled mouth, talons, Quadruped Bot Mode
claws, horns, tail spikes, or other natural weapons, Movement: 30 feet Ground
you have the following Special Attack.
Size: Large
Natural Weapon (Might): Might Skill, Reach (1 Blunt
or Sharp damage)
Quadruped Alt Mode
Alternate Effect: Maneuver
Traits: Blunt or Sharp, Integrated Movement: 50 feet Ground
Size: Large
QUADRUPED
Special Attack: Using a fang-filled mouth, talons,
There’s a wide variety of quadrupedal animals on claws, horns, tail spikes, or other natural weapons,
planet Earth alone, without even considering what you have the following Special Attack.
might exist throughout the cosmos, though not all
Natural Weapon (Might): Might Skill, Reach (1 Blunt
will fit primarily into the Quadruped chassis. Earth- or Sharp damage)
based creatures that might fall into this category
Alternate Effect: Maneuver
are lions, wolves, bears, and boars. You traverse
the world on all fours, stalking, overpowering, and Traits: Blunt or Sharp, Integrated
chasing down your prey. On land, you challenge all
beasts at the top of the apex predator chain.
Examples of Quadruped Characters:
Cheetor, Tigatron

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CHAPTER 2: CHARACTER OPTIONS

SAURIAN Special Attack: Using a fang-filled mouth, talons,


The warmth of the sun is particularly invigorating claws, horns, tail spikes, or other natural weapons,
to those with Saurian chassis. You are an alligator, a you have the following Special Attack.
Velociraptor, or a Komodo dragon, comfortable in Natural Weapon (Might): Might Skill, Reach (1 Blunt
your skin and nearly any environ. Your beast was or Sharp damage)
quick to reach its evolutionary zenith, primeval but Alternate Effect: Maneuver
perfect in its development. Saurians can gravitate Traits: Blunt or Sharp, Integrated
towards being stoic and patient, often construed
as stubborn and generally resistant to change. You SLITHERER
make an excellent foot soldier, placid even in the Crawling, creeping, and wriggling, you move low
midst of the chaos of battle. on the ground in your Alt Mode and make for an
Examples of Saurian Characters: excellent infiltrator. You may take the form of a
Dinobot snake, a giant millipede, or some other creature that
glides along the ground. Whether through stealth or
Essence Score Increase: Increase your Strength or talking your way through a situation, as a Slitherer,
Speed Essence by +1 you have a predisposition towards being unseen and
Origin Skill: Your reptilian reflexes give you an otherwise unnoticed.
increase to your Acrobatics or Athletics Skill. This Examples of Slitherer Characters: Colada,
skill training must be in the Essence taken in your Fangtron, Night Viper
Essence Score Increase.
Essence Score Increase: Increase your Speed or
Starting Health: 3 Social Essence by +1
Languages: Cybertronian, Adopted Earth language, Origin Skill: Your lack of height alongside your
plus one additional language for every 3 points of elevated senses gives you an advantage when
Smarts you possess. reading various situations. Increase your Infiltration,
Deception, or Persuasion Skill. This Skill training
Origin Perk: Vicious or Venom must be in the Essence taken in your Essence
Score increase.
You have thick skin and extra keen claws or
teeth. You gain 1 Toughness. You may choose one Starting Health: 3
of the following benefits to add to your natural Languages: Cybertronian, Adopted Earth language,
weapon attacks: plus one additional language for every 3 points of
• Acidic Saliva: +1 Acid damage Smarts you possess.
• Razor-Sharp: +1 Sharp damage
• Venomous: +1 Poison damage Origin Perk: Get Low
Your Beast Mode slides and slithers low along
Saurian Bot Mode the surface. While in your Alt Mode, you cannot
Movement: 30 feet Ground become Prone and ranged Attacks against you suffer
↓2. You are also able to gain cover from shorter
Size: Common or Large obstacles. Finally, your low posture and lack of
large, clomping feet give you ↑1 on Infiltration Skill
Saurian Alt Mode Tests that relate to moving quietly and unseen.
Movement: 50 feet Ground
Slitherer Bot Mode
Size: Common, Large, or Long (corresponds to
Large Bot Mode) Movement: 30 feet Ground
Size: Common or Large

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Slitherer Alt Mode Swimmer Alt Mode
Movement: 40 feet Ground Movement: 50 feet Aquatic, 15 feet Ground
Size: Common or Long (corresponds to Large Bot Size: Common or Large
Mode Size) Special Attack: Using a fang-filled mouth, talons,
Special Attack: Using a fang-filled mouth, talons, claws, horns, tail spikes, or other natural weapons,
claws, horns, tail spikes, or other natural weapons, you have the following Special Attack.
you have the following Special Attack. Natural Weapon (Might): Might Skill, Reach (1 Blunt
Natural Weapon (Might): Might Skill, Reach (1 Blunt or Sharp damage)
or Sharp damage) Alternate Effect: Maneuver
Alternate Effect: Maneuver Traits: Blunt or Sharp, Integrated
Traits: Blunt or Sharp, Integrated
PRETENDER
SWIMMER The Pretender is an Origin covered in detail in
You are at home in the deep waters of an ocean, the Field Guide to Action & Adventure, p. 62 and
sea, or lake, or in the fast-moving current of a river. reprinted below for convenience.
Swimmer chassis tend to be adventurous risk-takers There are some Cybertronians who aren’t exactly
and overconfident in aquatic environments. Your organic; however, they appear organic by all
underwater experiences make you a great treasure accounts. These Cybertronians hide the robotic
hunter and a survival expert, able to navigate and physiology of their Bot Mode behind bulky fabrics
detect objects and motion even when your vision and even organic material, sometimes by replicating
is obscured. a face, and typically have a vehicular Alt Mode.
Examples of Swimmer Characters: Depth When searching for a disguise to help them blend
Charge, Rampage in with the population, most Cybertronians search
Essence Score Increase: Increase your Strength or for machines that resemble their size and robotic
Smarts Essence by +1 physiology. As a Pretender, you hide your robotic
Origin Skill: You are a natural survivor and adept physiology, aiming to blend in with the organic
swimmer. Increase your Athletics or Survival Skill. population. You adapt most of your Bot Mode
This Skill training must be in the Essence taken in chassis to resemble bulky clothes made of synthetic
your Essence Score increase. fabrics, replicating organic material only where
necessary, mostly to create a passable face. This can
Starting Health: 3 lead to unsettling Alt Modes if care isn’t taken to
Languages: Cybertronian, Adopted Earth language, hide your skin and hair inside your vehicular shape.
plus one additional language for every 3 points of Unusual for Cybertronians, Pretenders are in
Smarts you possess. disguise in their Bot Modes, converting into an
obviously Cybertronian state in their Alt Mode.
Origin Perk: Visionless Sight Although most Pretenders on Earth choose a
human Bot Mode, some choose animals common
You have experience navigating the murky depths
to the areas they’re infiltrating. Some even choose
and have developed the ability to distinguish various
monstrous organic forms, either witnessed or
resources and creatures in your close surroundings.
imagined. Autobots with the Pretender mantel
While under the effects of the Blinded condition,
include Cloudburst, Landmine, and Waverider.
you are still able to detect creatures and objects
within 10 feet of you as if you were not Blinded. Essence Score Increase: Increase your Social
Essence by +1.
Swimmer Bot Mode Origin Skill: Increase one of the following Skills
by 1 or gain a specialty in that Skill: Deception,
Movement: 30 feet Ground, 25 feet Aquatic
Persuasion, or Streetwise.
Size: Common or Large

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CHAPTER 2: CHARACTER OPTIONS

Starting Health: You begin play with 2 Health.


Languages: You begin play speaking Cybertronian,
General Perks
your adopted Earth language, plus one additional The following General Perks are available for any
language for every 2 points of Social you possess. Transformers Roleplaying Game characters who
meet their prerequisites.
Origin Perk: Lifelike
ANIMAL COMPANION
Because your Bot Mode is your disguise, abilities Somewhere along the way, you befriended a beast
that give benefits for hiding while in Alt Mode (such that has become your trusted companion. As an
as For the Allspark!’s Infiltration bonus) apply to animal, they do not speak in words; rather, they
your Bot Mode instead. communicate via body language and in ways that
When in Bot Mode, you gain an Edge on Skill are familiar only to others of their own species.
Tests to pass as an organic life-form. To pass as Choose either Strength or Speed for your animal
an organic life-form, you can only choose hidden companion’s physical characteristics and Smarts
Integrated Hardpoints. or Social for their mental or social characteristics.
Those Essence Scores equal your current level
Pretender Bot Mode divided by two (round up). Your animal companion
purchases Skills and Specialties the same way as a
When in your Bot Mode, you gain the standard PC. Some animals may be unsuitable for
following benefits. Skills such as Culture, Science, and Technology.
Movement: Your base Ground Movement is 30 feet. Discuss any narrative limitations to the pool of Skills
and Specialties with your GM.
Size: Your size is Small or Common.
You can give instructions to your animal
Fine Motor: The additional joints and opposable
companion. Unless you have a Perk that says
digits gained in Bot Mode allow you to use tools
otherwise, commanding an animal companion
and manipulate objects in ways that are impossible
requires a DIF 10 Animal Handling Skill Test
in other Alt Modes.
as a Standard action. This DIF may increase if
the command is complex or dangerous. Your
Pretender Alt Mode companion performs the command to the best
You gain the following additional or alternate of its ability until it believes it has completed the
benefits when you convert into your Alt Mode. command, you issue it another command, or you
call it off (as a Free action). Your companion moves
Movement: Your base Ground Movement is 45 as needed in order to complete the command. If
feet. Alternatively, your base Ground Movement you do not command your animal companion, it
is 30 feet and you have an Aerial or Aquatic stays at your side awaiting a command. Only you
Movement of 20 feet. can command your animal companion.
Size: Your size is Small or Common.
Crew: Your Alt Mode has no Crew capacity. BIG PREDS ARE MY SPECIALTY
Firepoints: Your Alt Mode has 0 Firepoints. You are a natural hunter of larger prey, specifically
Cybertronians, but the greatest survivalists know
Full Articulation: Unlike many Cybertronians, there is always something higher up the food chain.
Pretenders retain their Bot Mode Fine Motor Perk
in Alt Mode. • Gain an Edge to Survival Skill Tests to track
down an enemy larger than yourself. You can use
Survival to hunt down creatures across space, or
Special Attack
in places where it would be difficult to find a trail.
The following applies to Pretenders in either Mode. • When attempting to catch a larger target by
Hands of Steel: Pretenders in either Mode surprise in combat, gain ↑1 to Infiltration Skill
don’t suffer ↓1 when dealing Blunt damage with Tests for each size category bigger the target is
Unarmed Combat. than you. If there are multiple targets, use the
largest target only to decide the bonus.

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CULTIVATED INNER BIOME HYBRID BOT MODE
Your internal flora are alive and kicking. You are able to Prerequisite: Vehicle Alt Mode
eat practically anything while in your Alt Mode without Although you are fully mechanical through-and-
being bothered by naturally occurring toxins or bacteria. through, your Bot Mode is tinged with a touch of
You gain Resistance to Poison and Acid damage. the beast. As a Hybridizor, you have some notable
physical characteristics from a specific animal: a
DOUBLE AGENT frog might have webbed feet and large eyes on
You are deep undercover, actually able to transform the side of the head, a bat might have oversized
into a member of a different faction for the purposes wings and ears, etc. While in Bot Mode, gain
of infiltration. access to a new Movement type from the following
When interacting with members of the faction, list: Aquatic, Climb, Aerial, or Underground. The
culture, community, or organization you have Movement type is at your normal Movement speed
infiltrated, you gain ↑1 to all Smarts- and Social- and must be appropriate to the beast in question.
based Skill Tests. Additionally, due to your extensive
knowledge of how they act and behave, these I CAN DIG IT
members take a −1 penalty to their Defenses against Your claws are thick, and your paws are calloused,
your Powers and attacks. making you proficient at excavating dirt and loose
rock. While in your Alt Mode, you gain a 25 feet
ENERGON PARASITE Underground Movement or increase your existing
Prerequisite: Level 2 Underground Movement by 15 feet.
You can absorb Energon from Defeated MISSILE KICK
Cybertronians. Discuss with your GM what this
looks like. The target must be in a Defeated state, Whether it’s deflecting a blast off a shield or kicking
have undergone the Great Upgrade, and must back a missile, you know how to turn an enemy’s
have the ability to convert into an at least partially attacks against them and their allies. When you
organic Alt Mode. You can drain as many Energon take the Defend action and the opponent fails to
Points from the target as they have stored or up to hit your Toughness with a single-target attack, you
your lowest Essence Score, whichever is lower. Your may redirect that attack to another character of
maximum Energon capacity applies. your choice within the attack’s range. The attack
continues at the new target using the same Attack
FACTION INFILTRATOR Skill Test total.
Prerequisite: Double Agent General Perk PERCUSSIVE MAINTENANCE
At the beginning of a scene, you can spend an When the machine is stalling or falling apart,
Energon Point and a Story Point to use the Faction’s you know how to (literally) hit it into high gear.
benefits for the length of that scene. A multi-changer Technology is a Strength Essence Skill for you in
(such as Doubledealer) who devotes one of their addition to a Smarts Essence Skill. In addition, when
Alt Modes entirely to the deception gains an Edge you get a Critical Success on a Technology Skill Test
on Infiltration Skill Tests. (Characters with only two to repair a device, you may roll with an Edge the
forms, such as Wolfang, utilize electronic paint and next time you use that device.
minor cosmetic alterations to achieve their disguise.)
PRIMAL MOVEMENT
GIANT-KILLER
Choose a Movement type you do not have access to
You are unphased by fighting huge enemies, gaining in your Bot Mode. You gain a Movement of that type
the following benefits: of 20 feet.
• You have ↑1 with attacks on targets at least two
Size classes larger than you. TWO HEADS ARE BETTER THAN ONE
• Additionally, you gain Edge on attacks on targets Prerequisite: One of your configurations
more than five Size classes larger than you. has two heads

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CHAPTER 2: CHARACTER OPTIONS

Most bots need to have a friend to talk to someone, feet in a direction you choose with either a Brawn
or at least an overactive imagination. Not you! Your or Technology Skill Test, ignoring the usual size
extra head gives you an extra set of optics as well difference modifiers.
as keeping the loneliness at bay. You gain ↑1 to
Alertness Skill Tests, and you can Lend Assistance to TELEPATHY
yourself as a Free action once per scene. Prerequisite: Mutant Beast, Transmetal II, or
Technorganic Influence
Technorganic Influence Twice per day, you may use a Free action to
Perks establish a mental connection to and communicate
with a sentient creature you can see within 60 feet
The following Perks are available for Technorganic
that understands a language you can speak. This
Influences — Mutant Beast, Transmetal II, or
effect lasts for 1 hour.
Technorganic — to customize your character.
TELEPORTATION
ELECTROMAGNETIC DISRUPTION
Prerequisite: Mutant Beast Influence
Prerequisite: Mutant Beast Influence
One of your Alt Modes gains the following ability:
Upon gaining this Perk, choose one of your Alt
Once per scene, you may use your Move action
Modes to gain one of the following abilities:
to teleport up to 30 feet to an unoccupied space
1. Once per day, you may use a Standard action you can see.
to send a 15-foot-radius electromagnetic
pulse outward from yourself, shutting down THERAPEUTIC NANOTECHNOLOGY
computerized machinery and weaponry. It deals Prerequisite: Mutant Beast, Transmetal II, or
1 Electromagnetic damage and 1 Stun to non- Technorganic Influence
organic opponents within range.
2. Once per scene, you may use a Standard Once per day, while in your Alt Mode, you may
action to give one of your natural weapons the use a Free action to heal 1 Health. Additionally, when
Electromagnetic trait for 2d2 rounds. you rest for six hours within a 24-hour period, you
recover two points of Essence damage, if applicable.
FRICTIONLESS MOVEMENT
Prerequisite: Mutant Beast Influence Equipment
One of your Alt Modes gains the following ability: The following new equipment is available for all
Once per scene, you may use a Free action to Transformers Roleplaying Game characters.
activate a friction-nullifying field and double your
Movement until the end of your next turn.
Weapons
INVISIBILITY GATTLING HAND CANNON
Prerequisite: Mutant Beast Influence
Nicknamed the “Chaingun of Doom” this rotary gun
One of your Alt Modes gains the following ability: has a nasty kick to it, for both the user and anyone
Once per scene, you may use a Standard action unfortunate enough to get within its limited range.
to become invisible for 1 minute or until you take Category: Weapon
the Attack, Lend Assistance, or Use a Non-Combat
Availability: Restricted
Skill actions.
Classification: Targeting long projectile
TELEKINESIS Prerequisite: Brawn d6
Prerequisite: Mutant Beast or Transmetal II Influence Range: 50ft/200ft (min 10ft)

Once per scene, you may use a Standard action Hands: 1


to mentally Shove a visible creature or object Effects: 2 Sharp damage
within 60 feet of you that is your size or smaller 10

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Classification: Targeting integrated energy
Prerequisite: Might, Targeting, and Technology d4;
Occupies 2 External Hard Points; 1 Energon to
activate for a Scene
Range: 25ft/50ft
Hands: 0
Effects: 2 Energy damage
Alternate Effects: 2 Energy Blast: 20ft radius (↓3)
Special Effects: The user can charge the gaunt-
lets if they are attacked while taking the Defend
action. Once charged, the user can release the
charge to create an energy barrier with a 15 foot
radius centered on the user. The energy barrier
grants cover to all creatures within it and lasts
until the end of the Gauntlet wielder’s next turn.
Traits: Computerized, Integrated

ROTARY BLADE (SLASHER MODE)


CHEETOR A two-pronged blade that functions both offensively
to batter enemies and defensively to deflect enemy
Alternate Effects: 3 Sharp damage (↓3), 1 Sharp fire. It has utility outside of combat as both a tool to
damage – Multiple (5) Targets (15ft cone, ↓1) clear a path or to control the descent of the wielder
Traits: Ballistic, Reload in mid-air.
Category: Weapon
LIGHTNING PROJECTOR Availability: Limited
Classification: Finesse or Might long melee
Category: Weapon Prerequisite: Replaces one External Hardpoint
Availability: Restricted Range: Reach
Classification: Technology integrated element Hands: 0
Effects: 1 Sharp damage
Prerequisite: Technology d4; Occupies 2 External Alternate Effects: 1 Sharp damage – Multiple
Hard Points; 1 Energon to activate for a Scene
Targets (2, Reach, ↓1)
Range: 20ft/60ft Special: Spend a Move action to switch Rotary
Hands: 0 Blade to its Cyber Shield Mode (see armor below).
Effects: 1 Energy damage Traits: Martial Arts, Sharp, Silent

Alternate Effects: 1 Energy damage Blast: 15ft radi- VINE BOMBS


us (↓1); Multiple (2) Targets (↓1)
Category: Weapon
Special Effects: Once per Scene, the Lightning
Projector can unleash a chain lightning attack to Availability: Limited
strike multiple targets with a Blast: 150ft radi- Classification: Athletics or Targeting sidearm
us attack. The user can target any number of explosive
creatures in the area but must spend 1 Energon Prerequisite: Finesse or Technology d4
for each two targets after the first. Make a single Range: 15ft/30ft
Technology (Electric Weapons) Attack Skill Hands: 1
Test against the Toughness of each target, Effects: 1 Stun and Grapple (see Special Effects)
dealing 2 Energy damage on a hit. Alternate Effects: May end the grapple to inflict 2
Traits: Anti-Tank, Armor Piercing, Computerized, Elec- Stun (↓2)
tric, Electromagnetic, Integrated Special Effects: On hit, the Vine Bombs grapple the
target. Characters grappled can attempt escape
REDIRECTION GAUNTLETS against the Vine Bomb’s 16 Toughness.
Traits: Consumable, Computerized, Stun
Category: Weapon
Availability: Limited

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CHAPTER 2: CHARACTER OPTIONS

Armor & Shields SUPPORT EQUIPMENT SCRAMBLE


FIELD GENERATOR
ARMOR UPGRADE REINFORCED SHELL Category: Support Equipment
Prerequisite: Carapaced, Monstrous, or Fuzor Availability: Limited
with one of those chosen as part of Twofer Perk.
Classification: Electronic Interference Equipment
Availability: Limited
Prerequisite: Technology d2; Must be adhered to
Benefit: The Reinforced Shell offers two benefits: target with a Finesse, Infiltration, or Might Skill
• Alt Mode: Your shell acts as a shield, providing +2 Test against their Evasion to affect sensors
deflection bonus to Toughness. Effects: Reduces Target’s Alertness by ↓2
• Bot Mode: Your shell enhances your close combat Alternate Effects: With a successful DIF 16 Tech-
capabilities. Increase your Unarmed Combat nology Test on activation, the user and allies in
attack’s Stun effect by 1. the same faction become invisible to the target
until the Scramble Field Generator is removed as
a Free action. The user may instead attempt a
SHIELDS DIF 20 Technology Test to override the target’s
Common throughout history, shields offer extra sensors and show them an illusion that lasts until
protection at the expense of offense. While the Scramble Field Generator is removed as a
Free action.
equipped, a shield attaches to a forearm and
provides its passive bonus while keeping the hand Traits: Consumable, Computerized
free. You may spend a Move action and devote the
shield hand to protection, changing the benefits General Equipment
from passive to active. Returning to Passive Mode is
also a Move action. VOK GOLDEN DISK
Unless stated, shields only apply when in Found hidden away on prehistoric earth, the Vok
Bot Mode or an Alt Mode with arms that can Golden Disk is a mystery. Strange, ever-changing
utilize them. symbols dot its surface. But this Vok relic is far from
incomprehensible. If a sufficiently learned being
ROTARY BLADE (CYBER SHIELD MODE) spends enough time to decipher it (at least 3 days
The Cyber Shield can block enemy attacks by of uninterrupted study), it can be used to unlock the
focusing on defense, forming a whirling blade to secrets of other Vok artifacts, possibly even allowing
keep attacks at bay. The rotary blade’s Passive Mode them to be controlled… for a time. The Disk must
is as a weapon, so this only applies in Active Mode. be kept on hand to be of value, as Vok artifacts are
mercurial and any knowledge gleaned will quickly
Benefit: When active, gain +1 to Toughness and
prove fleeting.
Evasion. You may also spend a Standard action
while falling to spin the shield into a controlled If the character doesn’t have 3 days, (think of a
descent and take no damage. Spend a Move action hero bot wrestling the disk away from Megatron
to switch Rotary Blade back to Slasher Mode. and having to seize control of a war machine) the
disk can still be utilized as a Standard action with
PRIMAL SHIELD a successful DIF 20 Culture (Vok Technology) Skill
For when an energy forcefield isn’t sufficient, these Test. However, failure brings with it consequences,
emergency shields are often found near transports as the character suffers a Snag on all Skill Tests for
on Maximal ships in case of boarding attacks. While the rest of the scene as they are overwhelmed by the
some may consider them old fashioned, others see non-Euclidean geometries of a truly alien mindset.
the value in going low-tech. Availability: Theoretical

Benefit: A Primal Shield grants +1 Toughness in Prerequisite: Science +d4, Technology +d2
Passive Mode and +2 Toughness in Active Mode. Benefit: Gain an Edge on all Tests involving Vok
They cannot be used in Alt Modes. technology.

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CHAPTER
3
AUTOBOTS
Many fully mechanical Cybertronians have Alt Modes fighting the biggest, meanest opponents the
and personalities that borrow at least as much from Decepticons have to offer. On the rare occasion
animals and other creatures as they do from machines. that their individual strength fails to triumph, the
This chapter introduces two teams usually allied with Dinobots can combine to form Volcanicus, a mighty
the Autobots, the Dinobots and Monsterbots, as well Gestalt Combiner. Brave but stubborn, fierce but
as Sky Lynx, a Cybertronian who defies categorization. unruly, the Dinobots are among the most powerful
The following characters have stat blocks in this warriors the Autobots have, and they are loyal to
chapter and Contact options for both new teams. each other above all else.
TABLE 3-1: AUTOBOT THREATS BY
THREAT LEVEL Using Dinobots in
Campaigns
THREAT THREAT PAGE
LEVEL The origin, purpose, and exact nature of the
Dinobots varies across timelines. In some, they
5 Sneer, Snipe, and Snub p. 73
began life as normal Cybertronians and gained
10 Paddles p. 72
their Alt Modes (and their legendary tempers) as a
11 Grotusque p. 78 result of an accident, or due to one of Shockwave’s
11 Scarr p. 58 experiments; in others, they did not come online
11 Slash p. 60 until the Autobots and Decepticons found their
12 Doublecross p. 76 way to Earth. The Dinobots do, at times, gain the
ability to combine and form Volcanicus, but in other
13 Repugnus p. 79
timelines they are only connected by their similar
13 Swoop p. 68
Alt Modes and personalities.
14 Sky Lynx (Bird Component) p. 75
Across timelines, the Dinobots are staggeringly
14 Sky Lynx (Lynx Component) p. 75
strong warriors who prefer the direct (and often
14 Sludge p. 62 destructive) approach. Though they are usually
15 Slug p. 64 staunch allies of the Autobots, the Dinobots’ first
15 Snarl p. 66 loyalty is to each other; where one goes, the rest
17 Grimlock (Commander) p. 54 usually follow. Though they often butt heads with
more measured Autobots, especially Optimus Prime,
19 Grimlock (Genius) p. 56
the Dinobots’ own sense of honor means they rarely
20 Volcanicus p. 70
find common ground with the Decepticons.
21 Sky Lynx (Combined) p. 74
The Dinobots are ruled by their emotions
21 Volcanicus Rex p. 71
more than most Cybertronians. This most often
manifests through their short tempers and love of
Dinobots confrontation, but their other emotions can be just
as acute, from the group’s joy at fishing to Slash’s
Taking the form of powerful beasts from prehistoric nagging loneliness, Grimlock’s resentment at being
Earth, the Dinobots were forged for conflict; when underestimated, Swoop’s delight at exciting war
they aren’t fighting the Decepticons, they bicker stories, Scarr’s insecurities about his technical
and jab at each other. Grimlock (Tyrannosaurus capabilities, and Slug’s deep, almost familial bond
Rex), Scarr (Ankylosaurus), Slash (Velociraptor), with Sludge and Snarl. Powerful, often difficult
Sludge (Brontosaurus), Slug (Triceratops), Snarl emotions are at the core of most Dinobot stories,
(Stegosaurus), and Swoop (Pteranodon) relish and managing those emotions can require assistance

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from other Autobots (or create opportunities for The Dinobots protect the target with enough force to
enterprising Decepticons!). tangle with even the most formidable Decepticons.
Autobot teams are most likely to encounter the The PCs must find a way to bypass or overcome the
Dinobots as formidable, if difficult, allies. In times Dinobots, or draw the Dinobots’ attention while
of peace, the Dinobots are dispatched to primordial other Decepticons complete the mission.
worlds with extreme environments and little, if any, Snake Oil-Asaurus: The PCs are entrusted with the
civilization, as scouts, vanguards, or guardians. dubious honor of tricking the Dinobots into helping
During the Great War, the Dinobots were one of the Decepticons harvest a rare, powerful source of
the Autobots’ best responses to Decepticon shock Energon in an extremely hazardous environment.
troops and Combiners. In either case, once the They must play a dangerous game of manipulation
Dinobots have embarked on a mission, they go and misdirection to keep from raising the Dinobots’
where their hearts take them and follow no order suspicions.
but Grimlock’s. This can cause trouble for other Dinobot Guard: The PCs are dispatched to
Autobots, especially if the Dinobots are needed neutralize an important Autobot installation or
elsewhere. Some possible adventures including individual, only to find the Dinobots serving as the
Dinobots for Autobot PCs are summarized below. target’s guardians. A direct assault is doomed to fail,
Dinobot SOS: A Dinobot dispatched on a mission so the PCs must find another way to complete their
to a remote, wild planet of hazardous environments objective.
and dangerous megafauna has not reported in for
cycles. The PCs must find them and, if necessary,
render assistance.
GM Tip: What About
Desertion: After a battle where the Dinobots Comic Relief?
took the brunt of a damaging Decepticon ambush, The Dinobots are often portrayed as
Grimlock, feeling that they’d been left unsupported somewhat dim but dangerous. They can
by careless Autobot leadership, leads the Dinobots be some of the most brutal soldiers in the
off on their own, abandoning the Autobot cause. Autobot military, and the Threats in this book
The PCs must do all they can to bring the Dinobots primarily reflect their role as formidable
back, which will require understanding their but uncontrollable fighters who can pose a
grievances and finding a solution the Dinobots danger to friend and foe alike. In some media,
will accept. however, the Dinobots serve mainly as comic
relief characters, with their lack of maturity
Dinobots Divided: Grimlock and Slug have finally and general impatience as the most common
had a truly explosive disagreement, and now the punchline. To give the Dinobots in your game
Dinobots are taking sides. While the Dinobots are a more comedic tone, lean into each Dinobot’s
preoccupied with their own internal squabble, the unique Hang-Up and consider how they can
Decepticons seize the opportunity to strike. create comical inconveniences for those
around them.
Decepticon teams rarely encounter the Dinobots
outside of combat. Although the Dinobots can be
manipulated by a clever enough swindler, they have Deviations: Environmental
little patience for deception or trickery; if they feel
they have been duped, their response is likely to
Specialists
be swift and painful. The presence of a Decepticon Prior to the Great War, the Dinobots were
is all the provocation the Dinobots need to start a specialists in the numerous organic biomes that
fight. Because of their raw strength, they can be a Cybertronians found on distant worlds. They were
nigh-insurmountable challenge for less experienced often bodyguards for Xenorelations scientists and
Decepticon soldiers — opponents who must be diplomats. Later, their skills served the Autobot
outmaneuvered rather than overcome by force of cause in scouting for and rooting out Decepticon
arms. Some possible adventures including Dinobots presences on worlds of organic flora and fauna
for Decepticon PCs are summarized below. and varied natural biomes. For versions of the
Dinobots who specialize in non-Cybertronian
Heavy Metal: A team of heavily armed PCs forms
environments, increase their Survival by 1 rank,
the core of a Decepticon assault on Autobot assets.

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CHAPTER 3: AUTOBOTS

add a Specialization for the listed environment, CONTACT HANG-UP


and replace one of their existing Perks with the Impossible, Impossible, Impossible!: The Dinobots
following Perk: do what they want, when they want, and what
Favored Environment: The Dinobots are equipped they want to do is fight. Once the Dinobots are
to excel in organic environments alien to Cybertron. present in the scene, they will focus their attention
Choose a specific environment as their favored on fighting any enemies they can find, and they
environment. While in their favored environment, will resist taking any other action, no matter the
they gain ↑2 on Skill Tests to move or otherwise odds. Dinobots don’t sit idle; unless swayed from
interact with the environment, and their Alertness acting on their instinct with a DIF 20 Animal
Skill Tests gain an Edge. Handling Skill Test, this Contact automatically
• Grimlock: Forest uses their Tooth and Claw or Topple Contact Perks
(at normal cost) against an enemy in the Scene at
• Scarr: Floodplain
Initiative 0 if another Contact Perk is not chosen.
• Slash: Mountain
• Slug: Volcano
• Sludge: Swamp
• Snarl: Desert
• Swoop: Canyon

Dinobot Team Contact


Allegiance Points: 5

CONTACT PERKS
Tooth and Claw (1 Allegiance Point): The
Dinobots enter the fray, attacking their enemies
at melee range. One enemy suffers 2 Blunt or 2
Sharp damage.
Primeval Guides (1 Allegiance Point): The Dinobots
are well-suited to exploring organic worlds
resembling prehistoric Earth. Allied characters
gain an Edge on Skill Tests to navigate such an
environment or avoid its hazards.
Topple (1 Allegiance Point): The Dinobots make the
earth quake, knocking an enemy off their feet.
One enemy of Gigantic Size or smaller is knocked
Prone. An additional Allegiance Point may be
spent to affect two additional enemies or to affect
an enemy of Towering size or larger.
Volcanic Onslaught (2 Allegiance Points): The Dinobots
unleash bursts of flame, striking multiple enemies. Up
to 2 enemies each suffer 2 Fire damage. An additional
Allegiance Point may be spent in subsequent rounds
to deal 2 Fire damage to an enemy.
Form Volcanicus! (3 Allegiance Points): The
Dinobots merge into their Gestalt Combiner
Volcanicus and attack a target of your choice,
dealing 5 Fire damage. 2 Allegiance Points may
be spent in subsequent rounds to have Volcanicus
make a new attack.

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GRIMLOCK, DINOBOT COMMANDER
No Autobot can match the Dinobots for raw strength, and no other Dinobot can match Grimlock. The undisputed
commander of the Dinobots, Grimlock charges headfirst into impossible odds and walks back out triumphant. Like
the other Dinobots, Grimlock may not seem very bright, but his keen tactical instincts have surprised more than
one Decepticon who made the mistake of underestimating him. Grimlock can be unruly and obstinate, but he is
fiercely loyal to allies who have earned his respect, whether Dinobot, Autobot, or other sentient being.

THREAT LEVEL: 17 Might- and Finesse-based attacks inflict +1 damage.


SIZE: Huge HEALTH: 19 Vicious Opponent: Grimlock can make two attacks
MOVEMENT: 35ft Ground (Bot Mode); 40ft Ground when he takes the Attack action. Only one of these
(Alt Mode) attacks can be his Monstrous Bite.
STRENGTH: 18 SPEED: 7
SMARTS: 7 SOCIAL: 8 AT TACKS
TOUGHNESS: 28 EVASION: 17 Double-Barreled Heavy Blaster (Targeting): +d6,
WILLPOWER: 17 CLEVERNESS: 18 Range 40ft/100ft (2 Sharp damage)
Alternate Effects: 2 Sharp damage - Multiple (2)
SKILLS Targets (40ft, ↓1)
• Alertness +d4 Hands: 1
• Animal Handling +d4 Requirements: Bot Mode Only
• Athletics +d6 Traits: Ballistic
• Brawn +d8 Energon Sword (Might): +d10, Reach (2 Energy damage)
• Conditioning +2 Hands: 1
• Initiative +d8
Requirements: Bot Mode Only
• Intimidation +d6
Traits: Martial Arts
• Might (Bite) +d10*
• Persuasion (Leadership) +d6* Flame Burst (Athletics): +d6, Range 30ft/90ft (2
• Streetwise +d4 Fire damage)
• Survival +d10 Requirements: Alt Mode Only
• Targeting +d6 Traits: Fire, Integrated
• Languages: Cybertronian, English Monstrous Bite (Might): +d10*, Reach (4
Sharp damage)
PERKS Requirements: Alt Mode Only
Gestalt Combiner (Commander [Strength, Social]): Traits: Silent
Grimlock can connect and combine with the other Unarmed Combat (Might): +d10, Reach (1 Stun)
Dinobots, becoming part of Volcanicus. Alternate Effects: 1 Blunt damage (↓1), Maneuver
(↓1)
Gestalt Firewall Crown: Grimlock has Resistance to
Requirements: Bot Mode Only
Psychic damage.
Traits: Integrated, Martial Arts, Silent
King of the Dinobots: Grimlock is the unquestioned
leader of all Dinobots, and they instinctively follow his
POWERS
commands to the best of their ability, granting him Bash Brains (2/scene, Free): When they are facing
↑2 on Deception, Intimidation, and Persuasion Skill a particularly powerful enemy, the Dinobots follow
Tests targeting them. Additionally, once per turn, other Grimlock’s lead. Grimlock can designate a creature he
Dinobots may reroll a single skill die whenever they are attacked this round. Until Grimlock’s next turn, all other
within 60ft of Grimlock. Dinobots receive ↑2 on attacks targeting that creature.

Mode Conversion: Cybertronians spend a Standard Dinobots, Transform! (2/scene, Free): The Dinobots
action to convert between Bot Mode and Alt Mode. prefer to fight in their Alt Modes; when Grimlock gives
the word, the others ready for battle. If Grimlock
Prehistoric Alt: The Dinobots’ Alt Modes are powerful
has converted from Bot Mode to Alt Mode this
prehistoric creatures, and they feel more at home in Alt
turn, all other Dinobots within 60ft of Grimlock may
Mode than in Bot Mode. While in Alt Mode, they gain ↑1
immediately convert from Bot Mode to Alt Mode.
on Athletics, Brawn, and Survival Skill Tests, and their

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CHAPTER 3: AUTOBOTS

Rex Rage (1/scene, Bot Mode Only, Standard):


Grimlock attacks an enemy with his full, overwhelming
Contact: Grimlock
force. Grimlock may perform an attack in Bot Mode, Allegiance Points: 3
convert to Alt Mode, and perform another attack
CONTACT PERKS
against the same target. Both attacks gain an Edge.
Me Grimlock Love Challenge! (2 Allegiance
GEAR Points): Grimlock sinks his teeth into the strongest
Weapons: Double-barreled heavy blaster (Targeting opponent available. The largest enemy in the
medium projectile), Energon sword (Might scene suffers 3 Sharp damage. If that enemy is
medium melee) Towering or larger, this costs 1 Allegiance Point
instead of 2.
HANG-UPS
Shattering Swipe (1 Allegiance Point): Grimlock
Dinobot Rage: Dinobots have short tempers that can breaks through a wall, reinforced door, building,
make them erratic and unfocused, even in combat. If stone, or other physical barrier with a powerful
injured or targeted by a skill that is designed to taunt swipe from his tail.
or mock a Dinobot, they suffer ↓1 on all Skill Tests that
don’t target the source of their anger or frustration Terrifying Roar (1 Allegiance Point): Grimlock lets
until the end of their next turn. out an earth-shaking roar, sending his enemies
scattering. Up to 3 enemies with 16 Willpower or
Forged for Battle: When Grimlock has an enemy in his
sights, he has little patience for anything that isn’t a
less become Frightened of Grimlock.
direct, all-out assault. While Grimlock can see an enemy, CONTACT HANG-UP
he suffers a Snag on all Skill Tests that are not an attack
or an action that prepares for one (like moving closer to No Nice Dino: Grimlock is an impatient, and
the enemy or giving orders to other Dinobots). sometimes even disruptive, presence when there
isn’t something for him to fight, break, or crush.
While Grimlock is present in the scene, Social-
based Skill Tests Fumble on a result of 1 or 2
on the d20.

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DEVIATION: Mode Conversion: Cybertronians spend a Standard
action to convert between Bot Mode and Alt Mode.

GRIMLOCK, Prehistoric Alt: For some reason, Grimlock still feels

GENIUS DINOBOT
more at home in Alt Mode than in Bot Mode. While in
Alt Mode, he gains ↑1 on Athletics, Brawn, and Survival
Skill Tests, and his Might- and Finesse-based attacks
In at least one timeline, events conspired to give inflict +1 damage.
Grimlock a chance to pursue science and technology
rather than destruction and combat. Surpassing not AT TACKS
just the limitations of his brain module but even the
Flame Burst (Athletics): +d6, Range 30ft/90ft (2
intellect of legendary Autobot scientists like Wheeljack
Fire damage)
and Perceptor, this Grimlock’s expertise is so wide and
Requirements: Alt Mode Only
varied that he seldom feels challenged by a problem.
Traits: Fire, Integrated
He is arrogant, aloof, and constantly busy with his own
projects; he spares no time for combat missions or for Monstrous Bite (Might): +d6, Reach (4
Sharp damage)
his fellow Dinobots, who he once considered brothers.
Requirements: Alt Mode Only
THREAT LEVEL: 19 Traits: Silent
SIZE: Huge HEALTH: 19 Unarmed Combat (Might): +d6, Reach (1 Stun)
MOVEMENT: 35ft Ground (Bot Mode); 40ft Ground Alternate Effects: 1 Blunt damage (↓1), Maneuver (↓1)
(Alt Mode) Requirements: Bot Mode Only
STRENGTH: 13 SPEED: 7 Traits: Integrated, Martial Arts, Silent
SMARTS: 18 SOCIAL: 10
POWERS
TOUGHNESS: 23 EVASION: 17
WILLPOWER: 28 CLEVERNESS: 20 Delegate (1/scene, Standard): Grimlock’s designs
sometimes require a great deal of labor that he cannot
SKILLS do quickly on his own. Besides, his time is better spent
• Alertness +d6 • Persuasion (Leadership) +d6* on matters of the mind. Grimlock can attempt a DIF 15
• Athletics +d6 • Science +d12 Persuasion (Leadership) Skill Test. If successful, he can
• Brawn +d8 • Streetwise +d6 give up to 3 allies ↑1 on all Skill Tests to assist Grimlock in
• Deception +d6 • Survival +d6 completing a project for the remainder of the scene.
• Initiative +d8 • Targeting +d6
• Intimidation +d6 • Technology +d12 I, Grimlock (3/scene, Standard): Grimlock’s brilliant
• Might +d6 • Languages: Cybertronian, mind can solve intricate scientific and technological
English, Quintesson puzzles in a matter of moments, so long as he has
PERKS a short time to assess. He can perform any Smarts-
based Skill Test with an Edge and as if Specialized.
Allow Me to Explain: Grimlock finds a way to turn any
moment into an opportunity to explain complicated
scientific or mathematical concepts to anyone within GEAR
earshot. When Grimlock spends a Standard action to Other: Restricted Technology (Repair) Kit
Lend Assistance in a situation where his knowledge of
science, math, and technology might help, the action HANG-UPS
generates a Story Point if successful.
No Fun Being Genius: Grimlock’s staggering intellect
Efficient Inventor: Grimlock is remarkably dedicated would be wasted on something as crude as fighting. He
to constructing new devices to assist him in his tasks. will only join a combat (begrudgingly) if he can think of
He takes half the usual time to build a new device, no other option (which is unlikely).
vehicle, or weapon.
Field Repair: Once per scene, as long as Grimlock Social Outcast: Grimlock has better things to do
has a Repair Kit, he can repair 2 Health to himself, than fish or fight. Unfortunately, fishing and fighting
a Cybertronian ally, or a piece of equipment as a are the Dinobots’ two favorite activities! He suffers ↓2
Standard action without making a Technology Skill Test. on Deception, Intimidation, and Persuasion Skill Tests
targeting the Dinobots, and Dinobots within 60ft of
Grimlock suffer a Snag on their Skill Tests.

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CHAPTER 3: AUTOBOTS

Using Grimlock,
Genius Dinobot
Grimlock’s newfound genius has not reduced
his raw strength, but such an unsophisticated
approach to problem-solving as combat is
hardly a good use of his time. Genius Grimlock
surrounds himself with other Cybertronians
(though probably not the other Dinobots) to
do his heavy lifting. He may even construct
drones or other helpers if he can’t find
agreeable-enough compatriots.

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SCARR AT TACKS
Double-Barreled Electron Cannon (Targeting):
When the other Dinobots inevitably dive into battle +d6, Range 50ft/100ft (2 Sharp damage)
with no regard for the damage they might suffer, Scarr Alternate Effects: 2 Sharp damage - Multiple (2)
is there to patch them up and get them fighting again. Targets (30ft, ↓1)
Energon blades and blaster fire can’t break through the Hands: 2
armored shell of his Ankylosaurus Alt Mode, but harsh Requirements: Bot Mode Only
words cut deep to his Spark. He doesn’t bite back Traits: Ballistic
when the other Dinobots tease him, and sometimes Energon Sword (Might): +d6, Reach (2
Scarr wishes he could work alongside his idol, Energy damage)
Wheeljack, instead of such unruly bots. Hands: 1
Requirements: Bot Mode Only
THREAT LEVEL: 11
Traits: Martial Arts
SIZE: Huge/Extended HEALTH: 14
Tail Club (Might): +d6*, Reach (2 Blunt damage)
MOVEMENT: 30ft Ground (Bot Mode); 40ft Ground Alternate Effects: 2 Stun (↓1)
(Alt Mode) Requirements: Alt Mode Only
STRENGTH: 13 SPEED: 3 Traits: Integrated, Silent, Wrecker
SMARTS: 8 SOCIAL: 4
Unarmed Combat (Might): +d6, Reach (1 Stun)
TOUGHNESS: 23 EVASION: 13 Alternate Effects: 1 Blunt damage (↓1), Maneuver
WILLPOWER: 18 CLEVERNESS: 14 (↓1)
Requirements: Bot Mode Only
SKILLS Traits: Integrated, Martial Arts, Silent
• Alertness +d4
• Athletics +d4 POWERS
• Brawn +d8
Primitive Patch Job (1/scene, Bot Mode Only,
• Conditioning +3
Standard): Scarr can utilize what resources are
• Might (Tail Club) +d6*
available to him to patch up a fellow bot, even if all he
• Persuasion +d4
has to work with are sticks and stones. He attempts a
• Streetwise +d4
DIF 12 Survival (Foraging) Test. On a success, Scarr
• Survival (Foraging) +d6*
• Targeting +d6 can repair 2 Health to himself or a Cybertronian ally.
• Technology +d4 This ability does not work on other life-forms.
• Languages: Cybertronian, English
GEAR
PERKS Weapons: Double-barreled electron cannon
Energon Spike Shell: In Alt Mode, Scarr can project (Targeting medium projectile), Energon sword (Might
an Energon deflection field from the spikes on his back. medium melee)
Allies within 15ft of Scarr gain the benefits of cover.
Fast Conversion: Scarr spends a Free action to HANG-UP
convert between Bot Mode and Alt Mode. Hard Shell, Soft Heart: Scarr can shrug off attacks
Gestalt Combiner (Titan Hardpoint): Scarr can that would damage most bots, but his self-confidence
connect and combine with the other Dinobots, is easily shaken. Skill Tests attempting to demoralize
becoming part of Volcanicus Rex. or discourage Scarr gain an Edge. Additionally, when
Scarr Fumbles a Skill Test in the presence of bots he
Prehistoric Alt: The Dinobots’ Alt Modes are powerful
respects, he is Impaired for 2d4 rounds.
prehistoric creatures, and they feel more at home in Alt
Mode than in Bot Mode. While in Alt Mode, they gain ↑1
on Athletics, Brawn, and Survival Skill Tests, and their
Might- and Finesse-based attacks inflict +1 damage.

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SLASH SKILLS
• Acrobatics +d6
As the smallest and quickest Dinobot, Slash is the • Alertness +d4
team scout and tracker. In her Velociraptor Alt Mode, • Animal Handling +d6
she can match some Autobots for ground speed, and • Athletics (Running) +d6*
her exceptionally sensitive scanners allow her to • Deception +d4
• Finesse (Claws) +d6*
hunt down a Decepticon from several miles away. She
• Infiltration +d4
could be a lethal solo operator if she weren’t nervous
• Initiative +d4
about straying too far from her allies; fortunately, a
• Might +d4
box of knives with separation anxiety fits right in with
• Survival (Tracking) +d6*
the Dinobots.
• Languages: Cybertronian, English
THREAT LEVEL: 11
SIZE: Large HEALTH: 11
PERKS
MOVEMENT: 35ft Ground (Bot Mode); 55ft Ground Gang Up: Pack tactics come naturally to Slash. She
(Alt Mode) gains ↑1 on Might- and Finesse-based attacks against a
target one of her allies already attacked this round.
STRENGTH: 6 SPEED: 11
SMARTS: 6 SOCIAL: 5 Gestalt Combiner (Additional Movement): Slash
TOUGHNESS: 16 EVASION: 21 can connect and combine with the other Dinobots,
WILLPOWER: 16 CLEVERNESS: 15 becoming part of Volcanicus Rex.

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CHAPTER 3: AUTOBOTS

Mode Conversion: Cybertronians spend a Standard GEAR


action to convert between Bot Mode and Alt Mode.
Weapons: Thermal knives (Athletics sidearm
Prehistoric Alt: The Dinobots’ Alt Modes are powerful projectile/Finesse sidearm melee)
prehistoric creatures, and they feel more at home in Alt
Mode than in Bot Mode. While in Alt Mode, they gain ↑1 HANG-UPS
on Athletics, Brawn, and Survival Skill Tests, and their
Dinobot Rage: Dinobots have short tempers that can
Might- and Finesse-based attacks inflict +1 damage.
make them erratic and unfocused, even in combat. If
Relentless Pursuer: Slash possesses an irrepressible injured or targeted by a skill that is designed to taunt
instinct for pursuing Decepticon prey. She gains ↑2 or mock a Dinobot, they suffer ↓1 on all Skill Tests that
to Acrobatics and Athletics Skill Tests to pursue and don’t target the source of their anger or frustration
catch an enemy. until the end of their next turn.

AT TACKS Separation Anxiety: Slash prefers to work as a


unit (which she calls a “pack,” no matter its size or
Thermal Knives (Athletics): +d6, Range 40ft/80ft composition) and is uncomfortable when she feels
(1 Sharp damage)
alone or isolated. While Slash is out of visual and
Alternate Effects: (Finesse) +d6, Reach, 1 Sharp
communications range of her allies, she suffers a
damage; 1 Fire damage
Snag on any Skill Test that is not part of an attempt to
Hands: 1
reestablish communication.
Requirements: Bot Mode Only
Traits: Martial Arts, Sharp, Silent
Claws (Finesse): +d6*, Reach (2 Sharp damage)

Deviation:
Requirements: Alt Mode Only
Traits: Sharp, Silent
Bite (Might): +d4, Reach (2 Sharp damage)
Alternate Effects: Trip (↓1)
Feathered Slash
Requirements: Alt Mode Only Slash, like the other Dinobots, is clearly a
Traits: Sharp, Silent robotic being, even in her Alt Mode. However,
Unarmed Combat (Finesse): +d6, Reach (1 Stun) the species her Alt Mode is based upon,
Alternate Effects: 1 Blunt damage (↓1), Maneuver Velociraptor, was covered in large, possibly
(↓1) colorful feathers. For a version of Slash
Requirements: Bot Mode Only whose Alt Mode is equipped with vibrant,
Traits: Integrated, Martial Arts, Silent
heat-dissipating duraluminum alloy feathers,
replace one of her existing Perks with the
POWERS following Perk:

Climb and Claw (2/scene, Alt Mode Only, Move):


Thermal Feathers: Slash’s Alt Mode is
covered in colorful feathers made to dissipate
Slash leaps onto a larger foe and latches on with her
even extreme heat quickly and harmlessly.
claws, ripping and tearing relentlessly. Slash climbs
While in Alt Mode, Slash gains Resistance to
a Huge or larger creature within 30ft. While Slash
Electric and Fire damage.
is climbing on a target, her Bite attack gains ↑2 and
Armor Piercing against the target. At the start of her
turn, Slash attempts an Acrobatics Skill Test against
the target’s Toughness to remain in place on the target.
Sniff Out the Scene (1/scene, Alt Mode Only,
Standard): Slash uses her keen senses to acquire
detailed information about the recent past. She
attempts a DIF 12 Survival (Tracking) Skill Test. If
successful, Slash can identify how many creatures
have entered the immediate area within the last 48
hours, as well as other surface information, such
as what direction the creatures went. If any of the
creatures were individuals Slash has smelled before,
she can identify them specifically.

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SLUDGE Energon Sword (Might): +d8, Reach (2
Energy damage)
Hands: 1
Sludge is a simple Dinobot who thinks the strongest Requirements: Bot Mode Only
bot should lead, and he nearly always estimates Traits: Martial Arts
Grimlock to be the strongest. Sludge makes up for his
Flame Burst (Athletics): +d8*, Range 30ft/90ft (2
limited intellect with terrifying strength, endurance, Fire damage)
and a surprisingly personable nature. His Brontosaurus Requirements: Alt Mode Only
Alt Mode can stomp the ground with enough force to Traits: Fire, Integrated
create deep fissures, tripping up hapless foes.
Tail Swipe (Might): +d8*, Reach (2 Blunt damage)
THREAT LEVEL: 14 Alternate Effects: Trip (↓1)
SIZE: Huge/Extended HEALTH: 18 Requirements: Alt Mode Only
MOVEMENT: 30ft Ground (Bot Mode); 40ft Ground Traits: Integrated, Silent
(Alt Mode) Unarmed Combat (Might): +d8, Reach (1 Stun)
STRENGTH: 18 SPEED: 5 Alternate Effects: 1 Blunt damage (↓1), Maneuver
SMARTS: 4 SOCIAL: 7 (↓1)
Requirements: Bot Mode Only
TOUGHNESS: 28 EVASION: 15
WILLPOWER: 14 CLEVERNESS: 17 Traits: Integrated, Martial Arts, Silent

SKILLS POWERS
• Alertness +d2 • Might (Tail) +d6* Devastating Dinobot (2/scene, Alt Mode Only,
• Animal Handling +d6 • Persuasion +d4 Free): Sludge’s heavy steps and thick tail smash his
• Athletics (Fire Burst) +d8* • Streetwise +d4 surroundings with ease. Sludge can add the Wrecker
• Brawn +d10 • Survival +d6 alternate effect to all of his attacks this turn.
• Conditioning +2 • Targeting +d6 Seismic Stomp (1/scene, Alt Mode Only, Standard):
• Initiative +d4 • Languages:
Sludge’s stomp causes the ground to quake and
• Intimidation +d4 Cybertronian, English
creates a deep fissure 30ft long×10ft across×20ft
deep. Sludge attempts an Athletics Skill Test against
PERKS
the Evasion defense of each creature in the area.
Gestalt Combiner (Enhanced Attack): Sludge On a hit, the creature falls into the fissure, suffering
can connect and combine with the other Dinobots, 3 Blunt damage and falling Prone. Climbing out of the
becoming part of Volcanicus. fissure requires a DIF 15 Athletics Skill Test.
Long Neck: Sludge’s Alt Mode has a long, flexible neck,
giving him a higher vantage point and allowing him to
GEAR
track targets more easily. While in Alt Mode, Sludge Weapons: Electron cannon (Targeting medium
gains an Edge on Alertness Skill Tests and ranged projectile), Energon sword (Might medium melee)
attacks against targets defending with Evasion.
Mode Conversion: Cybertronians spend a Standard
HANG-UPS
action to convert between Bot Mode and Alt Mode. Dinobot Rage: Dinobots have short tempers that can
make them erratic and unfocused, even in combat. If
Prehistoric Alt: The Dinobots’ Alt Modes are powerful
injured or targeted by a skill that is designed to taunt
prehistoric creatures, and they feel more at home in Alt
or mock a Dinobot, they suffer ↓1 on all Skill Tests that
Mode than in Bot Mode. While in Alt Mode, they gain ↑1
don’t target the source of their anger or frustration
on Athletics, Brawn, and Survival Skill Tests, and their
until the end of their next turn.
Might- and Finesse-based attacks inflict +1 damage.
Trusting: Sludge is easily manipulated. When targeted
AT TACKS by a Skill Test to trick, mislead, or manipulate him,
Electron Cannon (Targeting): +d6, Range Sludge’s Cleverness is –2.
50ft/100ft (2 Sharp damage)
Hands: 1
Requirements: Bot Mode Only
Traits: Ballistic

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SLUG AT TACKS
Electron Cannon (Targeting): +d6, Range
Slug is ornery, uncooperative, and resentful of 50ft/100ft (2 Sharp damage)
anyone who tries to give him orders. He is loyal to his Hands: 1
fellow Dinobots (even taking command in Grimlock’s Requirements: Bot Mode Only
absence), but he seems to spend most of his time Traits: Ballistic
bickering with them. In Alt Mode, Slug is a Triceratops Energon Sword (Might): +d8, Reach (2
with durabyllium horns and molten breath that can Energy damage)
melt raw cybernite. Hands: 1
Requirements: Bot Mode Only
THREAT LEVEL: 15
Traits: Martial Arts
SIZE: Huge/Extended HEALTH: 15
Horned Ram (Might): +d8* (2 Sharp damage)
MOVEMENT: 35ft Ground (Bot Mode); 50ft Ground Alternate Effects: Shove (↓1)
(Alt Mode) Requirements: Alt Mode Only; Move at least 10ft
STRENGTH: 17 SPEED: 7 before attacking
SMARTS: 6 SOCIAL: 6 Traits: Integrated, Silent
TOUGHNESS: 27 EVASION: 17 Unarmed Combat (Might): +d8, Reach (2 Stun)
WILLPOWER: 16 CLEVERNESS: 16 Alternate Effects: 2 Blunt damage (↓1), Maneuver
(↓1)
SKILLS Requirements: Bot Mode Only
• Alertness +d4 Traits: Integrated, Martial Arts, Silent
• Animal Handling +d8
• Athletics +d8 POWERS
• Brawn (Force) +d8*
Molten Roar (1/scene, Alt Mode Only, Standard):
• Initiative +d8
Slug can spit superheated molten metal up to 60ft.
• Intimidation +d6
Slug attempts an Athletics Skill Test against
• Might (Horns) +d8*
the target’s Evasion. On a success, Slug melts
• Persuasion +d4
• Survival +d8 one weapon or piece of equipment carried by the
• Targeting +d6 target, destroying it. This ability cannot target
• Languages: Cybertronian, English Integrated weapons.
Triceratops Charge (2/scene, Alt Mode Only,
PERKS Standard): Slug can overrun opponents with a
Beryllium Baloney!: Slug likes to have the last word. powerful charge. If Slug moves at least 25ft this turn,
Slug gains ↑1 on Intimidation and Persuasion Skill he performs a Brawn Attack Skill Test against the
Tests against a creature who insulted, intimidated, or Toughness of each creature along a 15ft wide
mocked Slug earlier in the scene. × up to 50ft long line. He gains ↑1 on the roll. Each
creature hit by this charge takes 2 Sharp damage, 1
Charge!: Slug’s triceratops Alt Mode picks up
Blunt damage, and is knocked Prone. Creatures who
momentum as he moves. This makes him faster, but
successfully defend with Toughness still take 1 Blunt
he also gains ↑1 to Might- or Finesse-based attacks if
damage and are Shoved to the nearest open space
he uses his Ground Movement to move at least 25ft
outside this line.
toward the target in the same turn.
Gestalt Combiner (Core Essence [Strength]): Slug GEAR
can connect and combine with the other Dinobots, Weapons: Electron cannon (Targeting medium
becoming part of Volcanicus. projectile), Energon sword (Might medium melee)
Mode Conversion: Cybertronians spend a Standard
Action to convert between Bot Mode and Alt Mode. HANG-UPS
Prehistoric Alt: The Dinobots’ Alt Modes are powerful Curmudgeonly Creature: Slug doesn’t like anything
prehistoric creatures, and they feel more at home in Alt or anyone: Decepticons, computers, parties, Optimus
Mode than in Bot Mode. While in Alt Mode, they gain ↑1 Prime, or being told what to do. He only barely
on Athletics, Brawn, and Survival Skill Tests, and their tolerates his fellow Dinobots at times, and he
Might- and Finesse-based attacks inflict +1 damage. bristles any time someone tries to help him. Slug’s

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Social-based Skill Tests suffer ↓1 with anyone other

Deviation: Slug, Leader


than another Dinobot, and he gains no benefit from
actions to Lend Assistance.
Dinobot Rage: Dinobots have short tempers that can
make them erratic and unfocused, even in combat. If
of the Dinobots
injured or targeted by a skill that is designed to taunt At times during the Great War, the Dinobots
or mock a Dinobot, they suffer ↓1 on all Skill Tests that were left without Grimlock’s leadership, due
don’t target the source of their anger or frustration to injury or events putting them worlds, or
until the end of their next turn. sometimes even galaxies, apart. On such
occasions, Slug naturally assumes command
of the Dinobots, and for the most part the
other Dinobots accept his authority. If Slug
is the leader of the Dinobots, increase his
Persuasion Skill by one rank and give him the
Leadership Specialization (adjusting his Social
Essence accordingly). In addition, replace one
of his Perks with the following Perk:
Grimlock’s Successor: Slug is Grimlock’s
successor as leader of the Dinobots,
granting him ↑1 on Deception, Intimidation,
and Persuasion Skill Tests targeting them.
Additionally, once per turn, other Dinobots
may reroll a single skill die whenever they are
within 30ft of Slug.

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SNARL Hands: 1
Requirements: Bot Mode Only
Traits: Ballistic
Snarl is a quiet, reserved Dinobot who resents his
Energon Sword (Might): +d8, Reach (2
Stegosaurus Alt Mode. He only feels truly at home in the
Energy damage)
middle of a fight, where his Alt Mode’s armor plates and
Hands: 1
spiked tail make him a force to be reckoned with. Because
Requirements: Bot Mode Only
of his quiet nature and distaste for activities other than
Traits: Martial Arts
fighting, Snarl sometimes goes unnoticed; the Dinobots
once left him behind when accompanying Optimus Prime Spike Missile (Targeting): +d8, Range 75ft/150ft (2
to reinforce Autobot City against a Decepticon onslaught. Sharp damage)
Alternate Effects: 2 Sharp damage - Multiple (2)
THREAT LEVEL: 15
Targets (↓1), 2 Sharp damage - Multiple (3) Targets
SIZE: Huge/Extended HEALTH: 18 (↓2)
MOVEMENT: 35ft Ground (Bot Mode); 50ft Ground Requirements: Alt Mode Only
(Alt Mode) Traits: Integrated, Seeking
STRENGTH: 16 SPEED: 7 Thagomizer (Might): +d8*, Reach (2 Sharp damage)
SMARTS: 7 SOCIAL: 6 Alternate Effects: Trip (↓1)
TOUGHNESS: 26 EVASION: 17 Requirements: Alt Mode Only
WILLPOWER: 17 CLEVERNESS: 16 Traits: Integrated, Silent, Wrecker
Unarmed Combat (Might): +d8, Reach (1 Stun)
SKILLS Alternate Effects: 1 Blunt damage (↓1), Maneuver
• Alertness +d6 • Initiative +d6 (↓1)
• Animal Handling +d4 • Might (Thagomizer) +d8* Requirements: Bot Mode Only
• Athletics +d8 • Streetwise +d4 Traits: Integrated, Martial Arts, Silent
• Brawn +d8 • Survival +d8
• Conditioning +3 • Targeting +d8 POWERS
• Deception +d4 • Languages:
Solar Charge (1/scene, Alt Mode Only, Move): Snarl
Cybertronian, English
PERKS can use his armor plates to collect solar energy from
sunlight (or another form of electromagnetic radiation)
Gestalt Combiner (Armored Defense): Snarl to temporarily amplify his strength. Snarl gains ↑1 on all
can connect and combine with the other Dinobots, Strength-based Skill Tests for 3 rounds.
becoming part of Volcanicus.
Thagomight (2/scene, Alt Mode Only, Free): Snarl
Mode Conversion: Cybertronians spend a Standard puts his immense strength into a strike with his tail.
action to convert between Bot Mode and Alt Mode. Until the end of his next turn, targets hit by Snarl’s
Prehistoric Alt: The Dinobots’ Alt Modes are powerful Thagomizer are knocked back 30ft. On a Critical
prehistoric creatures, and they feel more at home in Alt Success, the target is knocked back 60ft instead.
Mode than in Bot Mode. While in Alt Mode, they gain ↑1
on Athletics, Brawn, and Survival Skill Tests, and their
GEAR
Might- and Finesse-based attacks inflict +1 damage. Weapons: Electron cannon (Targeting medium
Charge!: Snarl’s Stegosaurus Alt Mode picks up projectile), Energon sword (Might medium melee)
momentum as he moves. This makes him faster, but
he also gains ↑1 to Might- or Finesse-based attacks if HANG-UPS
he uses his Ground Movement to move at least 25ft Dinobot Rage: Dinobots have short tempers that can
toward the target in the same turn. make them erratic and unfocused, even in combat. If
Reflective Plates: The armor plates on Snarl’s back injured or targeted by a skill that is designed to taunt
can reflect energy blasts. Snarl is Resistant to Electric, or mock a Dinobot, they suffer ↓1 on all Skill Tests that
Energy, and Laser attacks. If the attacker’s Skill Test don’t target the source of their anger or frustration
for one of these damage types Fumbles, they suffer 1 until the end of their next turn.
Energy damage.
Itching to Fight: Snarl only feels at home on the
AT TACKS battlefield; anywhere else, he is unhappy, even morose.
Snarl’s suffers a Snag on his Skill Tests that are not
Electron Cannon (Targeting): +d8, Range 50ft/100ft
made during, or preparing for, a battle.
(2 Sharp damage)

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SWOOP Missiles (Targeting): +d8*, Range 500ft/1000ft;
min. 60ft (2 Fire damage Blast: 20ft radius)
Alternate Effects: 2 Fire damage - Multiple (2)
As the only Dinobot capable of flight, Swoop controls Targets (500ft, ↓1, 20ft radius)
the air while the rest of the Dinobots devastate enemies Requirements: Alt Mode Only
on the ground. In his Pteranodon Alt Mode, Swoop’s Traits: Anti-Tank, Fire, Integrated, Reload, Wrecker
speed and maneuverability rival some Seekers, a fact
Thermal Sword (Might): +d4 (1 Fire damage)
which Swoop is all too happy to demonstrate with little
Hands: 1
provocation. Swoop is friendly toward the Autobots,
Requirements: Bot Mode Only
but he feels pressured by his fellow Dinobots to act as
Traits: Martial Arts
stubborn and belligerent as they are.
Flyby (Athletics): +d6* (2 Sharp damage)
THREAT LEVEL: 13
Alternate Effects: Grapple (↓1), Trip
SIZE: Large HEALTH: 13 Requirements: Alt Mode Only; Move at least 10 ft
MOVEMENT: 35ft Ground (Bot Mode); 50ft Aerial before attacking
(Alt Mode) Traits: Integrated
STRENGTH: 9 SPEED: 11 Unarmed Combat (Might): +d4, Reach (2 Stun)
SMARTS: 5 SOCIAL: 7 Alternate Effects: 2 Blunt damage (↓1), Maneuver
TOUGHNESS: 19 EVASION: 21 (↓1)
WILLPOWER: 15 CLEVERNESS: 17 Requirements: Bot Mode Only
Traits: Integrated, Martial Arts, Silent
SKILLS
• Acrobatics +d6 • Might +d4
POWERS
• Alertness +d6 • Performance (Aerial Buffeting Wind (2/scene, Alt Mode Only, Move):
• Animal Handling +d6 Stunts) +d6* Swoop can hover in place and beat his wings to create
• Athletics (Flying) +d6* • Survival +d4 a disarming burst of high winds. Swoop targets all
• Brawn +d6 • Targeting (Missiles) +d8* creatures in a line 10ft wide × 30ft long that originated
• Initiative +d6 • Languages: from him, and he makes an Athletics Skill Test against
Cybertronian, English the Toughness of each creature in that area. On a hit,
PERKS the creature is Impaired until the end of its next turn.
Daring Flier: Swoop is an expert flier and eager to Watch Swoop! (Alt Mode Only, Free): Swoop can’t
demonstrate his aerial prowess through complex help but push his own limits in times of greatest need.
and dangerous maneuvers. While in his Alt Mode, Swoop may gain ↑1 on Athletics (Flying) Skill Tests for
Swoop gains an Edge on Initiative Skill Tests and ↑1 on the rest of his turn, but he Fumbles on a 1, 2, or 3.
Athletics (Flying) Skill Tests.
Gestalt Combiner (Titan Hardpoint): Swoop can GEAR
connect and combine with the other Dinobots,
Weapons: Missile launchers (Targeting heavy
becoming part of Volcanicus.
projectile), Thermal sword (Might medium melee)
Mode Conversion: Cybertronians spend a Standard
action to convert between Bot Mode and Alt Mode. HANG-UPS
Prehistoric Alt: The Dinobots’ Alt Modes are powerful Dinobot Rage: Dinobots have short tempers that can
prehistoric creatures, and they feel more at home in Alt make them erratic and unfocused, even in combat. If
Mode than in Bot Mode. While in Alt Mode, they gain ↑1 injured or targeted by a skill that is designed to taunt
on Athletics, Brawn, and Survival Skill Tests, and their or mock a Dinobot, they suffer ↓1 on all Skill Tests that
Might- and Finesse-based attacks inflict +1 damage. don’t target the source of their anger or frustration
until the end of their next turn.
AT TACKS
Show Off: Swoop likes to show off his aerial prowess
Dual Blasters (Target): +d8, Range 40ft/100ft (2
and gets bored easily when he isn’t able to. He suffers
Sharp damage)
↓1 on Acrobatics and Athletics Skill Tests that do not
Alternate Effects: 1 Sharp damage - Multiple (2)
involve an impressive or dangerous aerial maneuver.
Targets (40ft, ↓1)
Hands: 1
Traits: Ballistic

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VOLCANICUS Unarmed Combat (Might): +d12, Reach (3
Blunt damage)
Alternate Effects: Maneuver (↓1)
The Dinobots are slow to admit when they are Traits: Integrated, Martial Arts, Silent
outmatched, and their stubbornness has led to their
Volcanicus’ Broadsword (Might): +d12*, Reach (5
defeat at the hands of foes like Devastator. Driven
Fire damage)
by vindictiveness and pride, the Dinobots can form
Hands: 1
Volcanicus, a Gestalt Combiner that amplifies both
Alternate Effects: Intimidating, Maneuver, Trip
the Dinobots’ loyalty to each other and their fury at
Requirements: Titanic
everyone else.
Traits: Computerized, Fire, Reload, Titan-Class,
THREAT LEVEL: 20 Wrecker
SIZE: Titanic HEALTH: 19/18/16/15/13
GEAR
MOVEMENT: 35ft Ground (Bot Mode)
Weapons: Broadsword (Might sidearm melee), Flame
STRENGTH: 20 SPEED: 11
burst projector (Targeting integrated element)
SMARTS: 8 SOCIAL: 9
TOUGHNESS: 30 EVASION: 21 HANG-UP
WILLPOWER: 18 CLEVERNESS: 19
Volcanic Rage: The combined fury of the Dinobots
SKILLS erupts into an unstoppable rampage. When injured or
targeted by a skill that is designed to taunt or mock
• Acrobatics +d6
him, Volcanicus suffers ↓2 on all Skill Tests that don’t
• Alertness +d4
target the source of his anger or frustration until the
• Animal Handling +d4
end of his next turn.
• Athletics +d6
• Brawn +d10
• Conditioning +2
• Initiative +d6
• Intimidation +d6
• Might (Sword) +d12*
• Persuasion (Leadership) +d6*
• Streetwise +d6
• Survival (Desert) +d10*
• Targeting (Missiles) +d8*
• Languages:
Cybertronian, English

PERKS
Energon Pool: Volcanicus has an
Energon Pool of 8.
Gestalt Combiner Form:
Volcanicus is the Gestalt
Combiner form of Grimlock,
Sludge, Slug, Snarl, and Swoop.
Gestalt Firewall Crown:
Volcanicus is Resistant to
Psychic damage.

AT TACKS
Flame Blast (Targeting): +d8,
Range 30ft/90ft (4 Fire damage)
Alternate Effects: 2 Fire
damage Blast: 30ft cone (↓1)
Traits: Element, Integrated

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DEVIATION: Gestalt Firewall Crown: Volcanicus Rex has


Resistance to Psychic damage.

VOLCANICUS REX AT TACKS


Volcanicus’ Broadsword (Might): +d12*, Reach (5
The younger Dinobots, Scarr and Slash, were not Fire damage)
immediately assimilated into the Dinobots’ normal Hands: 1
operations after their forging, but they have since Alternate Effects: Intimidating, Maneuver, Trip
become valued members of the group. The possibility Requirements: Titanic
of a seven-bot Gestalt Combiner remains largely Traits: Computerized, Fire, Reload, Titan-class,
conjectural; Wheeljack has dubbed this projection of a Wrecker
possible gestalt of all 7 Dinobots “Volcanicus Rex.”
Grappling Claw Tether (Athletics): +d6, 50ft/100ft
THREAT LEVEL: 21 (4 Sharp damage)
SIZE: Titanic HEALTH: 19/18/16/15/14/13/11 Alternate Effects: Grapple, Maneuver (↑1)
Requirements: Titanic
MOVEMENT: 45ft Ground (Bot Mode)
Traits: Integrated, Reload, Titan-Class, Wrecker
STRENGTH: 20 SPEED: 11
SMARTS: 8 SOCIAL: 9 Unarmed Combat (Might): +d12, Reach (3
Blunt damage)
TOUGHNESS: 29 EVASION: 21 Alternate Effects: Maneuver (↓1)
WILLPOWER: 17 CLEVERNESS: 19 Traits: Integrated, Martial Arts, Silent
SKILLS GEAR
• Acrobatics +d6
Weapons: Broadsword (Might sidearm melee),
• Alertness +d4
Grappling claw tether (Athletics integrated projectile)
• Animal Handling +d4
• Athletics +d6 HANG-UPS
• Brawn +d10
• Conditioning +2 Once and Future King: The mental noise created by
• Finesse (Claws) +d6* 7 separate individuals, especially ones as obstinate
• Initiative +d8 as the Dinobots, makes Volcanicus Rex unable (or
• Intimidation +d6 unwilling) to heed commands or even communicate
• Might (Sword) +d12* intelligibly. He has one goal: to defeat any bot who
• Persuasion (Leadership) +d6* dares challenge him. Volcanicus Rex does not care
• Streetwise +d6 how much destruction he causes. Intimidation and
• Survival (Foraging) +d6* Persuasion Skill Tests targeting Volcanicus Rex
• Technology +d4 suffer ↓3.
• Languages: Cybertronian, English
Volcanic Rage: The combined fury of the Dinobots
PERKS erupts into an unstoppable rampage. When injured or
targeted by a skill that is designed to taunt or mock
Energon Pool: Volcanicus Rex has an Energon
him, Volcanicus Rex suffers ↓2 on all Skill Tests that
Pool of 11.
don’t target the source of his anger or frustration until
Flick of the Wrist: Volcanicus Rex can draw his the end of their next turn.
grappling claw back while using his other hand to
attack with his broadsword. When Volcanicus Rex
attacks with Volcanicus’ Broadsword, he can reload his
grappling claw tether as a Free action.
Gestalt Combiner Form: Volcanicus Rex is the Gestalt
Combiner form of Grimlock, Scarr, Slash, Sludge, Slug,
Snarl, and Swoop.

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PADDLES AT TACKS
Electron Cannon (Targeting): +d6, Range
If Paddles had much use for philosophy, they might 50ft/100ft (2 Sharp damage)
spend their time debating the question, “What makes a Hands: 1
Dinobot?” Their Alt Mode, a long-necked Plesiosaur, is a Requirements: Bot Mode Only
prehistoric creature, and their strength and durability Traits: Ballistic
are greater than the average Autobot, but they’d rather Monstrous Bite (Might): +d4, Reach (3
spend time alone beneath an alien ocean than looking Sharp damage)
for Decepticon plans to dash. The closest Paddles Requirements: Alt Mode Only
usually comes to socializing with the other Dinobots is Traits: Integrated, Silent
being mistaken for Sludge. Molten Torpedoes (Targeting): +d6, Range
THREAT LEVEL: 10 500ft/1000ft (2 Fire damage Blast: 50ft radius)
Hands: 1
SIZE: Huge/Extended HEALTH: 12
Traits: Aquatic, Area, Armor Piercing, Reload,
MOVEMENT: 30ft Ground (Bot Mode); 45ft Aquatic Seeking, Wrecker
(Alt Mode)
Unarmed Combat (Might): +d4, Reach (1 Stun)
STRENGTH: 13 SPEED: 3 Alternate Effects: 1 Blunt damage (↓1), Maneuver
SMARTS: 4 SOCIAL: 6 (↓1)
TOUGHNESS: 23 EVASION: 13 Requirements: Bot Mode Only
WILLPOWER: 14 CLEVERNESS: 16 Traits: Integrated, Martial Arts, Silent

SKILLS POWERS
• Alertness +d6 • Culture +d2
Scalding Waters (1/scene, Alt Mode Only, Free):
• Animal Handling (Sea Life) +d6* • Might +d4
Paddles vents heat from their systems into the water
• Athletics (Swimming) +d8* • Persuasion +d4
around them, inflicting 1 Fire damage and 1 Stun to
• Brawn +d8 • Targeting +d6
all creatures within 50ft of them. Paddles must be
• Conditioning +2 • Languages:
Cybertronian, English submerged to use this power.
PERKS GEAR
Carrier: Paddles’s Alt Mode has several compartments
Weapons: Electron cannon (Targeting medium
that can be used for carrying cargo (or passengers,
projectile), Molten torpedoes (Targeting medium
although not in great comfort). While in their Alt Mode,
explosive)
their Brawn Skill is considered two Ranks higher when
determining how much they can carry, push, and drag.
They may use their internal storage areas to utilize this
additional carrying capacity.
Favored Environment (Ocean): Paddles is uniquely
suited to explore deep oceans on organic worlds.
While in their favored environment, Paddles gains
↑2 on Skill Tests to move or otherwise interact with
the environment, and their Alertness Skill Tests
gain an Edge.
Mode Conversion: Cybertronians spend a Standard
action to convert between Bot Mode and Alt Mode.
Prehistoric Alt: The Dinobots’ Alt Modes are powerful
prehistoric creatures, and they feel more at home in Alt
Mode than in Bot Mode. While in Alt Mode, they gain ↑1
on Athletics, Brawn, and Survival Skill Tests, and their
Might- and Finesse-based attacks inflict +1 damage.

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CHAPTER 3: AUTOBOTS

SNEER, SNIPE, AT TACKS


Mini-Flamethrower (Targeting): +d2, Range
AND SNUB 10ft/50ft (1 Fire damage)
Hands: 1
Dinobots have a reputation for being big, strong, slow, Requirements: Bot Mode Only
and loud, none of which apply to Sneer, Snipe, and Traits: Fire, Integrated
Snub, a hypothetical trio of Dinobot Mini-Cons who Bite (Might): +d4, Reach (1 Sharp damage)
sometimes provide combat support to their larger Alternate Effects: Trip (↓1)
cousins. Whether in Bot Mode or their Troodon Alt Requirements: Alt Mode Only
Mode, Sneer, Snipe, and Snub are functionally identical, Traits: Integrated, Sharp, Silent
and even the other Dinobots struggle to tell them Unarmed Combat (Finesse): +d4, Reach (1 Stun)
apart. Despite their small size, they retain all the fury Alternate Effects: 1 Blunt damage (↓2), Maneuver
and overconfidence of a larger Dinobot. Requirements: Bot Mode Only
THREAT LEVEL: 5 Traits: Integrated, Martial Arts, Silent
SIZE: Common HEALTH: 5
POWERS
MOVEMENT: 20ft Ground (Bot Mode); 45ft Ground
(Alt Mode) Zero In (2/scene, Standard, Alt Mode Only): Sneer,
Snipe, and Snub are equipped with precision targeting
STRENGTH: 3 SPEED: 7
scanners in their Alt Mode’s head. They may choose
SMARTS: 4 SOCIAL: 2
a target within 50ft. The next ranged attack an ally
TOUGHNESS: 13 EVASION: 17 makes against that target gains ↑2. This effect ends if
WILLPOWER: 14 CLEVERNESS: 12 this Dinobot moves or suffers damage.

SKILLS GEAR
• Acrobatics +d4
Weapons: Mini-flamethrower (Targeting)
• Alertness +d4
• Athletics +d4 HANG-UPS
• Deception +d4
• Finesse +d4 Dinobot Rage: Dinobots have short tempers that can
• Initiative +d4 make them erratic and unfocused, even in combat. If
• Might +d2 injured or targeted by a skill that is designed to taunt
• Survival +d4 or mock a Dinobot, they suffer ↓1 on all Skill Tests that
• Targeting +d2 don’t target the source of their anger or frustration
• Languages: Cybertronian until the end of their next turn.
Whistles and Clicks: Sneer, Snipe, and Snub only
PERKS vocalize in clicks, growls, whistles, and other nonverbal
Agile Alt: Sneer, Snipe, and Snub gain +2 Evasion and noises. They understand each other and are able
↑2 to Initiative while in their Alt Mode. to communicate relatively complex ideas to each
Mode Conversion: Cybertronians spend a Standard other (although they seem to mostly bicker among
action to convert between Bot Mode and Alt Mode. themselves). They do understand Cybertronian,
however, and can take direction without trouble.
Prehistoric Alt: The Dinobots’ Alt Modes are powerful
prehistoric creatures, and they feel more at home in Alt
Mode than in Bot Mode. While in Alt Mode, they gain ↑1
on Athletics, Brawn, and Survival Skill Tests, and their
Might- and Finesse-based attacks inflict +1 damage.

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SKY LYNX uses Sky Lynx’s Strength- and Speed-based Skills and
Attacks. His Hang-Up also applies to each component.
Mode Conversion: Cybertronians spend a Standard
Possessor of a perfect physique, keen intellect, and
action to convert between Bot Mode and Alt Mode.
a rare mitotic Spark, Sky Lynx puts the superior in
“air superiority.” Rivaling most Gestalt Combiners in Stellar Transport: Sky Lynx’s Alt Mode is built to
size and strength, Sky Lynx’s griffin-like Bot Mode carry other Cybertronians between planets and star
would be the pinnacle of organic evolution, if so systems. He can move unhindered in the vacuum of
exceptional a creature had ever existed. In his space space and travel several light-years before requiring
shuttle Alt Mode, he can carry half a dozen normal resupply. His transport module can accommodate 2
Cybertronians, serving as a smaller, faster alternative Huge characters and 4 Large characters at once.
to a conventional starship or Titan. His mitotic Spark
allows him to separate into two component bodies: a AT TACKS
bird-like body that converts into a space shuttle, and a Acetylene Cannon (Targeting): +d6, Range (3
lynx body that converts into his transport module. Fire damage)
THREAT LEVEL: 21 Requirements: Bot Mode Only (Dinoblast or Bird)
Traits: Fire, Integrated
SIZE: Extended III HEALTH: 14/14
Claws (Might): +d8, Reach (3 Sharp damage)
MOVEMENT: 35ft Ground/45ft (30ft) Aerial (Bot
Alternate Effects: Multiple (2) Targets (↓1), Shove
Mode); 60ft (30ft) Aerial (Alt Mode)
Requirements: Bot Mode Only
STRENGTH: 20 SPEED: 9 Traits: Silent
SMARTS: 10 SOCIAL: 9
Energy Cannons (Targeting): +d6, Range
TOUGHNESS: 30 EVASION: 19 150ft/300ft (3 Energy damage)
WILLPOWER: 20 CLEVERNESS: 19 Requirements: Alt Mode Only (Dinoblast or Lynx)
Traits: Anti-Tank, Energy, Mounted
SKILLS
Flame Breath (Athletics): +d8*, Range 50ft (3 Fire
• Alertness +d6 damage Blast: 50ft cone)
• Athletics (Flame Breath, Flying) +d8* Alternate Effects: Intimidating
• Brawn +d10
Requirements: Bot Mode Only
• Culture +d6
Traits: Fire, Integrated
• Driving +d6
• Initiative +d6 Tail Strike (Might): +d8*, Reach (3 Blunt damage)
• Intimidation (Frighten) +d6* Requirements: Bot Mode Only (Dinoblast or Bird)
• Might (Tail Strike) +d8* Traits: Silent
• Performance +d6
• Persuasion +d6 POWERS
• Science (Astrophysics) +d6* Component Separation (1/scene, Standard): Sky
• Streetwise +d6 Lynx can separate into his bird and lynx components.
• Targeting +d6 Each component begins in the same mode as Sky Lynx.
• Languages: Cybertronian, Universal Translator Sky Lynx chooses which component controls his higher
functions; that component uses Sky Lynx’s Smarts and
PERKS Social Essences, Skills, and Defenses.
Dinoblast Mode: Instead of a mundane, humanoid Bot
Mode, Sky Lynx transforms into a far more unique (and GEAR
magnificent) winged beast, with a birdlike head and Weapons: Acetylene cannon (Targeting medium
tail and four powerful clawed feline legs. While in Bot projectile), Energy cannons (Targeting medium projectile)
Mode, Sky Lynx’s attacks inflict +1 damage, and he uses
his Athletics Skill in place of Driving when flying. HANG-UP
Magnificence: Sky Lynx’s every act is awe-inspiring in Long-Winded: Sky Lynx’s favorite social activity is
precision and prowess. He gains ↑1 on Intimidation and talking about Sky Lynx, but most other Cybertronians
Social-based Skill Tests. have far less patience for it than he does. His Social-
Mitotic Spark: Sky Lynx can separate his body into based Skill Tests Fumble on 1s and 2s. After Fumbling a
two components (bird and lynx) which he can control Skill Test, Sky Lynx’s Social-based Skill Tests suffer ↓1
simultaneously. When separated, each component for the remainder of the session.

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CHAPTER 3: AUTOBOTS

SKY LYNX (BIRD SKY LYNX (LYNX


COMPONENT) COMPONENT)
THREAT LEVEL: 14 THREAT LEVEL: 14
SIZE: Extended II HEALTH: 14 SIZE: Extended II HEALTH: 14
MOVEMENT: 35ft Ground/45ft (30ft) Aerial (Bot MOVEMENT: 45ft Ground (Bot Mode); 20ft Ground
Mode); 60ft (30ft) Aerial (Alt Mode) (Alt Mode)
STRENGTH: 20 SPEED: 9 STRENGTH: 20 SPEED: 9
SMARTS: 1* SOCIAL: 1* SMARTS: 1* SOCIAL: 1*
TOUGHNESS: 30 EVASION: 19 TOUGHNESS: 30 EVASION: 19
WILLPOWER: 11* CLEVERNESS: 11* WILLPOWER: 11* CLEVERNESS: 11*

PERKS PERKS
Mitotic Spark Component (Bird): Sky Lynx’s bird Mitotic Spark Component (Lynx): Sky Lynx’s lynx
component includes his head, neck, wings, and tail, which component includes his lower body and legs, which
transform into a space shuttle. When separated, the bird transform into a landing transport. When separated, the
component uses Sky Lynx’s Strength-based Skills at ↓1. lynx component uses Sky Lynx’s Speed-based Skills at ↓1.
Mode Conversion: Cybertronians spend a Standard Mode Conversion: Cybertronians spend a Standard
action to convert between Bot Mode and Alt Mode. action to convert between Bot Mode and Alt Mode.

POWERS POWERS
Component Combination (1/scene, Standard): If Component Combination (1/scene, Standard): If
Sky Lynx’s components are within 60ft of each other Sky Lynx’s components are within 60ft of each other
and in the same mode, they can recombine. Sky Lynx and in the same mode, they can recombine. Sky Lynx
starts in the same mode as the components. starts in the same mode as the components.

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Monsterbots DOUBLECROSS
The Monsterbots are a group of Autobots who prefer If there was ever an Autobot of two minds about any
to stay outside of the command structure so they decision, it would be Doublecross. Each head of this
can get the job done. They Convert into strange and twin-headed dragon has its own likes and dislikes, and
chimera-like beasts in their Alt Modes, and though they can hardly agree on anything except a good laugh,
they might look like monsters, they are always good Energon, and throttling Decepticons.
the enemy of the Decepticons. This team consists THREAT LEVEL: 12
of Doublecross (twin-headed dragon), Grotusque
SIZE: Huge/Extended HEALTH: 12
(saber-toothed tiger and manticore), and Repugnus
(mantis and bull ant). MOVEMENT: 30ft Ground (Bot Mode); 30ft
Ground/40ft Aerial (Alt Mode)

Monsterbot Team Contact STRENGTH: 11


SMARTS: 5
SPEED: 10
SOCIAL: 5
Allegiance Points: 5 TOUGHNESS: 24 EVASION: 20
WILLPOWER: 15 CLEVERNESS: 15
CONTACT PERKS
Hold the Line (1 Allegiance Point): The Monsterbots SKILLS
provide defense in close combat. One enemy • Alertness +d4
suffers a Snag on their next Melee attack. • Athletics +d4
• Brawn +d6
More Than Words (2 Allegiance Points): With • Driving (Flying) +d6*
a quick patch up, the Monsterbots keep all • Initiative +d6
their allies in the fight. Each allied character • Intimidation +d4
in the scene either heals 1 Health or gains 1 • Might +d8
Temporary Health. • Persuasion +d6
• Streetwise +d4
The Punch Line (2 Allegiance Points): Up to 3 • Survival +d6
enemies in the scene take 1 Sharp damage as the • Targeting +d6
Monsterbots strike at them with tooth and claw. • Languages: Cybertronian, English
Warm Them Up (3 Allegiance Points): The
Monsterbots breathe fire where it’s needed most. PERKS
All enemies in the scene take 2 Fire damage. Mode Conversion: Cybertronians spend a Standard
An additional Allegiance Point may be spent to action to convert between Bot Mode and Alt Mode.
increase the damage by 1.
AT TACKS
CONTACT HANG-UP Flame Breath (Targeting): +d6, 25ft (1 Fire damage)
Special Effect: Targets hit by this attack are pushed
Energon Connoisseurs: No matter the time or
back 10ft from Doublecross
place, the Monsterbots like to have a bit of fun
Alternate Effects: Multiple (2) Targets (↓1)
on the side with an Energon taste test. Each time
Requirements: Alt Mode Only
a PC requests a benefit of the Monsterbots, roll Traits: Integrated, Fire, Reload
1d20+1d6 against DIF 10. On a failure, the
Heavy Laser Pistol (Targeting): +d6, Range
Monsterbots are too busy having an Energon
40ft/100ft (2 Laser damage)
Snack to follow orders, but Allegiance Points are
Hands: 1
still spent. Requirements: Bot Mode Only
Traits: Computerized, Laser, Reload
Hungry Bite (Might): +d8, Reach (2 Sharp damage)
Alternate Effects: Multiple (2) Targets (↓1)
Traits: Integrated, Silent

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CHAPTER 3: AUTOBOTS

Unarmed Combat (Might): +d8, Reach (1 Stun) GEAR


Alternate Effects: 1 Blunt damage (↓1), Maneuver
(↓1) Armor: Heavy Armor Matrix (+3 Toughness)
Requirements: Bot Mode Only Weapons: Heavy Laser Pistol (Targeting
Traits: Integrated sidearm element)

POWERS HANG-UP
Takedown (3/scene, Move): Doublecross can use his Talking with Two of Them: Doublecross is of two
Move action to add “Special Effect: On a hit, this attack minds about pretty much everything, and those minds
knocks the target Prone” to all of his attacks this turn. can’t seem to agree save on defeating Decepticons. If
Two Heads in the Game (1/turn, No action): Once he fails a Smarts- or Social-based Skill Test related to
per turn when one of Doublecross’ allies attacks anything other than attacking a Decepticon, roll 1d2.
and misses a target within range, Doublecross can One a result of 1, Doublecross becomes Impaired for
immediately attack that target, even though it is his next 1d2 turns.
not his turn.

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GROTUSQUE AT TACKS
Dual Blaster (Targeting): +d6, Range 25ft/80ft (2
Despite how frightening Grotusque looks, he is a good- Energy damage)
humored and cheerful Cybertronian who is always Hands: 1
ready to crack some jokes. Even in the darkest of Requirements: Bot Mode Only
situations, he can’t take anything too seriously. But Traits: Energy, Multi-Weapon (2), Reload
his abilities as a fighter and tactician on the battlefield Flame Breath (Targeting): +d6, 25ft (1 Fire damage)
stand alongside his quick wit and even quicker quips. Special Effect: Targets hit by this attack are pushed
THREAT LEVEL: 11 back 10ft from Grotusque
Requirements: Alt Mode Only
SIZE: Huge/Extended HEALTH: 11
Traits: Integrated, Fire, Reload
MOVEMENT: 30ft Ground (Bot Mode); 30ft Sabertooth Bite (Might): +d6, Reach (2
Ground/40ft Aerial (Alt Mode) Sharp damage)
STRENGTH: 8 SPEED: 10 Requirements: Alt Mode Only
SMARTS: 5 SOCIAL: 6 Traits: Silent
TOUGHNESS: 19 EVASION: 20 Unarmed Combat (Might): +d6, Reach (2 Stun)
WILLPOWER: 15 CLEVERNESS: 18 Alternate Effects: 2 Blunt damage (↓1), Maneuver
(↓1)
SKILLS Requirements: Bot Mode Only
• Alertness +d6 Traits: Integrated
• Brawn +d6
• Culture +d4 POWERS
• Deception +d4
Chatterbox Tactics (2/scene, Standard): Grotusque
• Driving (Flying) +d4*
can use his words to unsettle his opponents and give
• Finesse +d4
his allies an opening to attack. Grotusque makes a
• Initiative +d4
Deception Skill Test against the Cleverness of
• Intimidation +d4
• Might +d6 all enemies within 100ft who can understand him.
• Performance +d2 On a hit, he inflicts 2 Psychic damage. In addition, any
• Persuasion +d4 creature damaged by Chatterbox Tactics is Impaired
• Streetwise +d2 until the end of its next turn.
• Targeting +d6
• Languages: Cybertronian, English GEAR
Armor: Medium Armor Matrix (+2 Toughness)
PERKS
Weapons: Dual Blaster (Targeting sidearm element)
Mode Conversion: Cybertronians spend a Standard
action to convert between Bot Mode and Alt-Mode. HANG-UP
Never Serious: Grotusque’s attitude about everything That One Fell Flat…: Sometimes, a joke falls flat and
in life being a joke makes him oddly immune to Grotusque loses focus until he can come up with
emotional manipulation. He cannot suffer from the a better joke. When he Fumbles in an ally’s line of
Frightened Condition, and all attempts to use the sight, he suffers ↓1 on Skill Tests until he manages a
Intimidation or Persuasion Skills against him suffer ↓2. Critical Success to even things out (or an ally Lends
Razor Tongue: Grotusque is always one for a witty Assistance with a good wisecrack for him).
comeback. Attacks that target an enemy’s Cleverness
deal 1 additional damage.

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CHAPTER 3: AUTOBOTS

REPUGNUS Pincer Claws (Might): +d8, Reach (2


Sharp damage)
Requirements: Alt Mode Only
This renegade is not too loyal to the Autobot cause, but Traits: Silent
it’s better than being a crony to Megatron and the rest
Unarmed Combat (Might): +d8, Reach (1 Stun)
of the Decepticons. Repugnus doesn’t seem to have a
Alternate Effects: 1 Blunt damage (↓1), Maneuver
good history with authority or even common decency,
(↓1)
but when it comes to fighting the Decepticons, he does
Requirements: Bot Mode Only
his job very well.
Traits: Integrated
THREAT LEVEL: 13
SIZE: Huge/Extended HEALTH: 13 POWERS
MOVEMENT: 30ft Ground (Bot Mode); 30ft Furious Rage (1/Scene, Free): Once Repugnus has
Ground/40ft Aerial (Alt Mode) suffered any amount of damage, he can choose to
enter into a powerful battle rage for 2d2 rounds. While
STRENGTH: 11 SPEED: 10
SMARTS: 6 SOCIAL: 6 in this rage, he gains an Edge on his Might Skill Tests,
and he adds the result of rolling his Intimidation Skill
TOUGHNESS: 24 EVASION: 20 Die to both Willpower and Cleverness Defenses.
WILLPOWER: 16 CLEVERNESS: 16

SKILLS GEAR
Armor: Medium Armor Matrix (+2 Toughness)
• Alertness +d4 • Might +d8
• Brawn +d6 • Performance +d2 Weapons: Concussion Pistol (Targeting
• Culture +d4 • Persuasion +d4 sidearm element)
• Deception +d4 • Streetwise +d2
• Driving (Flying) +d4* • Survival +d4 HANG-UP
• Initiative +d6 • Targeting (Laser) +d6*
Impulsive: Repugnus is often reckless and rash,
• Intimidation +d8 • Languages:
choosing to attack even on simple reconnaissance
Cybertronian, English
missions. No matter the circumstances, Repugnus
PERKS
does not gain the benefits of Surprise. In addition,
Mayhem Attack: After making an attack aided by he suffers ↓1 on Skill Tests during the first round of
an ally via the Lend Assistance action, Repugnus can a conflict.
immediately spend a Free action to make another
attack against the same target with the same benefits.
Mode Conversion: Cybertronians spend a Standard
action to convert between Bot Mode and Alt Mode.

AT TACKS
Concussion Pistol (Targeting): +d6, Range
25ft/80ft (1 Sonic damage)
Alternate Effects: 1 Stun, Trip
Hands: 1
Requirements: Bot Mode Only
Traits: Sonic
Compound Eye Laser (Targeting): +d6*, Range
80ft/200ft (1 Laser damage)
Alternate Effects: Spot
Requirements: Alt Mode Only
Traits: Integrated
Flame Breath (Targeting): +d6, 25ft (1 Fire damage)
Special Effect: Targets hit by this attack are pushed
back 10ft from Repugnus
Requirements: Alt Mode Only
Traits: Integrated, Fire, Reload

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CHAPTER
4
DECEPTICON
TERRORCONS
The Terrorcons are a group of Decepticons known Start a Riot (2 Allegiance Points): The Terrorcons
for the trail of destruction that they leave behind thrive when asked for wanton destruction.
wherever they are called, in either Bot Mode or Choose an object no more than 15ft × 15ft in the
their wilder Alt Modes. While most of the members environment, and the Terrorcons destroy it.
of the team may not have the brightest Sparks, they Violent Barrage (2 Allegiance Points): Up to 3
more than make up for it with their pure power and enemies in the scene take 1 Laser damage. An
tenacity. The core team is led by Hun-Gurrr (twin- additional Allegiance Point may be spent to
headed Komodo dragon) and includes Blot (collared increase this amount by 1.
lizard), Cutthroat (hawk), Rippersnapper (bipedal
shark), and Sinnertwin (twin-headed rhino-horned Form Abominus! (3 Allegiance Points): The
lizard). Together, this team combines into the Gestalt Terrorcons merge into the Gestalt Combiner
form of Abominus, one of the more destructive and Abominus and attack a target of your choice,
untamable Combiners. dealing 5 Laser damage. 2 Allegiance Points may
be spent in subsequent rounds to have Abominus
TABLE 4-1: TERRORCON THREATS BY make a new attack.
THREAT LEVEL
CONTACT HANG-UP
THREAT LEVEL THREAT PAGE
Aimless Destroyers: Each PC must spend a Free
10 Blot p. 82
action to direct the Terrorcons every turn the
10 Rippersnapper p. 85
Terrorcons are present in the scene. Otherwise,
11 Cutthroat p. 83 they will take the Knock ‘Em Down action on the
12 Sinnertwin p. 86 closest creature who is not a Terrorcon.
13 Hun-Gurrr p. 84
15 Abominus p. 87

Terrorcons Team Contact


Allegiance Points: 5

CONTACT PERKS
Knock ‘Em Down (1 Allegiance Point): Direct any
member of the Terrorcons to deal 1 Blunt damage
to one creature and knock them Prone until the
end of the target’s next turn.
Frightful Presence (2 Allegiance Points): Call on the
Terrorcons (or Abominus) to strike fear into the
Sparks of your foes, imposing ↓1 on all enemies’
next Skill Tests.

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BLOT
One of the most vile and disgusting Cybertronians ever
created, Blot uses his brawn and his stench to destroy
those who oppose the Terrorcons. Not inclined to
overthink things, he is loyal to Hun-Gurrr and the other
Decepticons who treat him well.
THREAT LEVEL: 10
SIZE: Huge/Extended HEALTH: 10
MOVEMENT: 30ft Ground (Bot Mode); 40ft Ground
(Alt Mode)
STRENGTH: 12 SPEED: 8
SMARTS: 3 SOCIAL: 3
TOUGHNESS: 24 EVASION: 18
WILLPOWER: 13 CLEVERNESS: 13

SKILLS
• Alertness +d2
• Athletics +d6 Acid Jet (Targeting): +d8*, Range 150ft/400ft (1
• Brawn +d4 Acid damage)
• Deception +d4 Special Effect: The target and each character
• Initiative +d4 adjacent to them are pushed 10ft from Blot.
• Intimidation +d4 Requirements: Alt Mode Only
• Might +d6 Traits: Acid, Integrated, Reload
• Targeting (Acid) +d8* Unarmed Combat (Might): +d6, Reach (1 Stun)
• Languages: Cybertronian, English, Quintesson Alternate Effects: 1 Blunt damage (↓1), Maneuver
(↓1)
PERKS Traits: Integrated, Martial Arts, Silent
Covering Fire: Even when Blot’s shots miss, they come
close enough to make his target nervous. If he attacks POWERS
and misses, the target of his next attack suffers a Snag Noxious Buildup (Free): When Blot deals Acid
if they attack on their next turn. damage, he can make an Intimidation Skill Test
Gestalt Combiner (Titan Hardpoint): Blot can against the Willpower of each creature within 30
connect and combine with the other Terrorcons, feet. Any creature hit is Impaired until the end of their
becoming a part of Abominus (see page 87). next turn.

Mode Conversion: Cybertronians spend a Standard GEAR


action to convert between Bot Mode and Alt Mode.
Armor: Medium Armor Matrix (+2 Toughness)
AT TACKS Weapons: Acid Cannon (Targeting Sidearm Element),
Acid Cannon (Targeting): +d8*, Range 25ft/80ft (2 Acid Jet (Targeting Medium Element)
Acid damage)
Hands: 1 HANG-UP
Requirements: Bot Mode Only Something to Prove: Blot will do anything to make
Traits: Reload other Decepticons respect him, suffering ↓1 on Skill
Tests after Fumbling in his allies’ line of sight.

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CHAPTER 4: TERRORCONS

CUTTHROAT Unarmed Combat (Might): +d6, Reach (1 Stun)


Alternate Effects: 1 Blunt damage (↓1), Maneuver
(↓1)
A barbarian at heart, Cutthroat revels in the Requirements: Bot Mode Only
destruction of any Autobot he comes across. Traits: Integrated
Even other Decepticons are wary that he will turn
that frenzy on them while swooping down in his POWERS
hawk Alt Mode.
Brazen Rage (1/Scene, Free): Once Cutthroat has
THREAT LEVEL: 11 suffered any amount of damage, he can choose to
SIZE: Huge/Extended HEALTH: 12 enter into a powerful battle rage for 2d2 rounds. While
in this rage, all his Might Skill Tests have an Edge, and
MOVEMENT: 30ft Ground (Bot Mode); 50 ft Aerial
(Alt Mode) he adds the result of rolling his Intimidation Skill Die to
both Willpower and Cleverness Defenses.
STRENGTH: 9 SPEED: 10
SMARTS: 6 SOCIAL: 3 GEAR
TOUGHNESS: 21 EVASION: 20
Armor: Light Armor Matrix (+2 Toughness)
WILLPOWER: 16 CLEVERNESS: 13
Weapons: Heavy Laser Pistol (Targeting
SKILLS Sidearm Element)
• Alertness (Perception) +d6*
• Deception +d4
HANG-UP
• Driving (Flying) +d6* Sadistic: Cutthroat revels in laying down punishment
• Might +d6 on those who are already hurt. He suffers ↓1 on any
• Initiative +d4 attack that doesn’t target the foe suffering from the
• Intimidation +d6 most Conditions.
• Persuasion +d4
• Survival +d4
• Targeting +d4
• Languages: Cybertronian, English,
Quintesson

PERKS
Cruel: Anytime Cutthroat attacks a target
suffering from one or more Conditions, he gains
an Edge on the attack. If the target is Immobilized or
Restrained, he deals 1 additional damage as well.
Gestalt Combiner (Enhanced Initiative): Cutthroat
can connect and combine with the other Terrorcons,
becoming a part of Abominus (see page 87).
Mode Conversion: Cybertronians spend a Standard
action to convert between Bot Mode and Alt Mode.

AT TACKS
Heavy Laser Pistol (Targeting): +d4, Range
40ft/100ft (2 Laser damage)
Hands: 1
Traits: Computerized, Laser, Reload
Flyby (Driving): +d6*, Reach (1 Blunt damage)
Alternate Effects: Maneuver
Requirements: Alt Mode Only; Move at least 10ft
before attacking
Traits: Integrated

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HUN-GURRR Mode Conversion: Cybertronians spend a Standard
action to convert between Bot Mode and Alt Mode.
Terrorcons Leader: As the leader of the Terrorcons,
An accomplished strategist and a ravenous
Hun-Gurrr knows what his team is capable of.
Decepticon, Hun-Gurrr leads the Terrorcon team. He
Hun-Gurrr has ↑2 on all Skill Tests against his own
would make a model Decepticon were it not for his
team members.
insatiable stomach. The only thing that he cares more
about than wanton violence is his filling his stomach
with any material that he can get his fangs on.
AT TACKS
Heavy Laser Pistol (Targeting): +d6, Range
THREAT LEVEL: 13
40ft/100ft (2 Laser damage)
SIZE: Huge/Extended HEALTH: 14 Hands: 1
MOVEMENT: 30ft Ground (Bot Mode); 40ft Ground Requirements: Bot Mode Only
(Alt Mode) Traits: Computerized, Laser, Reload
STRENGTH: 11 SPEED: 7 Hungry Bite (Might): +d8, Reach (2 Sharp damage)
SMARTS: 9 SOCIAL: 5 Alternate Effects: Multiple Targets (2, ↓1)
TOUGHNESS: 24 EVASION: 17 Requirements: Alt Mode Only
WILLPOWER: 19 CLEVERNESS: 15 Traits: Integrated, Silent
Throat Laser (Targeting): +d6, 25ft/80ft (1
SKILLS Laser damage)
• Alertness +d4 • Persuasion +d6 Alternate Effects: Multiple Targets (2, ↓1)
• Brawn +d6 • Survival +d6 Requirements: Alt Mode Only
• Culture • Targeting +d6 Traits: Integrated, Laser
(Classified Intel) +d6* • Languages: Cybertronian, Unarmed Combat (Might): +d8, Reach (1 Stun)
• Initiative +d4 English, Quintesson Alternate Effects: 1 Blunt damage (↓1), Maneuver (↓1)
• Might +d8 Requirements: Bot Mode Only
Traits: Integrated
PERKS
Energon Manipulator: Hun-Gurrr can locate and POWERS
gather Energon from objects he devours and can Terrorcons, Crush Them! (1/Scene, Standard):
also regenerate lost Health by devouring targets Hun-Gurrr knows when it is the perfect opportunity to
with Energon inside of them. By destroying an object strike. Hun-Gurrr targets one enemy on the battlefield
containing Energon or Defeating any Cybertronian, he and makes a single attack with an Edge. Hun-Gurrr’s
immediately regains 1d2 lost Health. allies gain an Edge on their attacks against that target
Gestalt Combiner (Commander (Strength, Smarts)): until the beginning of Hun-Gurrr’s next turn.
Hun-Gurrr can connect and combine with the other
Terrorcons, becoming a part of Abominus (see page 87). GEAR
Armor: Heavy Armor Matrix (+3 Toughness)
Weapons: Heavy Laser Pistol (Targeting
Sidearm Element)

HANG-UPS
Appetite for Destruction: Despite his cleverness,
Hun-Gurrr still enjoys the little pleasures in life, like
wanton destruction. He is almost incapable of resisting
taunts and his baser urges, and all attempts to
manipulate him toward violence or destructive acts
gain an Edge.
Need to Feed: Hun-Gurrr is always suffering from the
need to fill his belly. If given the opportunity, he will
occupy his free time by filling his jaws with anything
that might contain even the tiniest bit of Energon!

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CHAPTER 4: TERRORCONS

RIPPERSNAPPER Water Cannon (Might): +d6, Range 30ft/60ft, (2


Element damage)
Alternate Effects: 2 Element damage Blast: 10ft
Fueled by rage and doubt about his own abilities, radius (↓1); Target suffers the Asleep, Blinded, Prone,
Rippersnapper attempts to destroy anything that is or Restrained Condition (↓2)
foolish enough to oppose him. Though he fights long Hands: 2
distance, he has no problems using his shark Alt Mode Traits: Aquatic, Integrated, Element, Reload
to tear his enemies to shreds when they get too close. Special: Whenever reloading, choose an Element
THREAT LEVEL: 10 type for damage.
Requirements: Alt Mode Only
SIZE: Huge/Extended HEALTH: 10
MOVEMENT: 30ft Ground, 30ft Aquatic (Bot Mode); POWERS
20ft Ground, 50ft Aquatic (Alt Mode)
Oceanic Piercer (1/Scene, Alt Mode Only,
STRENGTH: 6 SPEED: 10 Standard): If Rippersnapper is near a body of water,
SMARTS: 4 SOCIAL: 5
he can siphon it to pressurize his back cannon and
TOUGHNESS: 18 EVASION: 20 fire it in a line 10ft wide and 60ft long. Rippersnapper
WILLPOWER: 14 CLEVERNESS: 15 attempts a Brawn Skill Test, comparing the result to
the Evasion Defense of each creature in that area. He
SKILLS inflicts 2 Cold damage if successful. In addition, any
• Alertness +d4 creature damaged by the attack is Impaired until the
• Brawn +d4 end of its next turn.
• Driving (Aquatic) +d6*
• Infiltration +d4 GEAR
• Might +d4
Armor: Light Armor Matrix (+2 Toughness)
• Persuasion +d4
• Targeting +d6 Weapons: Concussion Pistol (Targeting Sidearm
• Languages: Cybertronian, English, Quintesson Element), Sharktooth Claw (Integrated Melee)

PERKS HANG-UP
Gestalt Combiner (Enhanced Move): Rippersnapper Tactical Regroup!: Rippersnapper will never choose to
can connect and combine with the other Terrorcons, stick around in a fight he cannot win. If Rippersnapper
becoming a part of Abominus (see page 87). begins his turn with 2 or fewer Health, roll 1d4. If the
result is higher than his current Health total, he will try
Roll With It: Rippersnapper can use the force of a
to escape the scene as soon as possible.
blow to get to safety. Once per turn, when he takes
damage, he can immediately move 10ft away from the
source of the attack.
Mode Conversion: Cybertronians spend a Standard
action to convert between Bot Mode and Alt Mode.

AT TACKS
Concussion Pistol (Targeting): +d6, Range
25ft/80ft (1 Sonic damage)
Alternate Effects: 1 Stun, Trip
Hands: 1
Requirements: Bot Mode Only
Shark Bite (Might): +d4, Reach (2 Sharp damage)
Requirements: Alt Mode Only
Traits: Silent
Sharktooth Claw (Might): +d6, Reach (1
Sharp damage)
Alternate Effects: 1 Sharp damage, 1 Strength
Essence damage
Requirements: Bot Mode Only

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SINNERTWIN AT TACKS
Heavy Laser Pistol (Targeting): +d6, Range
A sadistic and twisted Decepticon, Sinnertwin spends 40ft/100ft (2 Laser damage)
his time looking for anything he can snuff the light Hands: 1
out of. In his ferocious two-headed lizard Alt Mode, Requirements: Bot Mode Only
this Terrorcon will stop at nothing to rip the Spark Traits: Computerized, Laser, Reload
from his foes. Jagged Bite (Might): +d8, Reach (2 Sharp damage)
THREAT LEVEL: 12 Alternate Effects: Multiple Targets (2, ↓1)
Requirements: Alt Mode Only
SIZE: Huge/Extended HEALTH: 12
Traits: Silent
MOVEMENT: 30ft Ground (Bot Mode); 40ft Ground
Throat Laser (Targeting): +d6, 25ft/80ft (1
(Alt Mode) Laser damage)
STRENGTH: 11 SPEED: 8 Alternate Effects: Multiple Targets (2, ↓1)
SMARTS: 5 SOCIAL: 4 Requirements: Alt Mode Only
TOUGHNESS: 23 EVASION: 18 Traits: Integrated, Laser
WILLPOWER: 15 CLEVERNESS: 14 Unarmed Combat (Might): +d8, Reach (1 Stun)
Alternate Effects: 1 Blunt damage (↓1), Maneuver
SKILLS (↓1)
• Alertness +d4 Requirements: Bot Mode Only
• Brawn +d4 Traits: Integrated
• Deception +d4
• Initiative +d4 POWERS
• Intimidation +d4
Furious Rage (1/Scene, Free): Once Sinnertwin
• Might +d8
has suffered any amount of damage, he can enter a
• Targeting +d6
powerful battle rage for 2d2 rounds. While in this rage,
• Languages: Cybertronian, English, Quintesson
all his Might Skill Tests have an Edge. In addition, when
PERKS an attack targets his Willpower or Cleverness, he
may roll his Intimidation Skill Die and add the result to
Gestalt Combiner (Armored Defense): Sinnertwin his Defense.
can connect and combine with the other Terrorcons,
becoming a part of Abominus (see page 87). GEAR
Mode Conversion: Cybertronians spend a Standard Armor: Medium Armor Matrix (+2 Toughness)
action to convert between Bot Mode and Alt Mode.
Weapons: Concussion Pistol (Targeting
Rip and Tear: After performing any Standard action, Sidearm Element)
Sinnertwin can make a Might-based attack as a
Free action. HANG-UP
Shrug It Off (2/Scene): Sinnnertwin’s fury in battle Cruel and Unusual: Sinnertwin is not one to miss
allows him to ignore impacts that would shatter others. the chance to do as much damage as possible, both
This power allows him to halve the damage (minimum physically and mentally. He moves to and melee
1) from any single successful attack. attacks Prone targets whenever possible.

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CHAPTER 4: TERRORCONS

ABOMINUS Enhanced Initiative: Abominus gains an Edge on


Initiative Skill Tests.
Gestalt Combiner Form: Abominus is the Gestalt
When the Terrorcons form Abominus, their minds meld
Combiner form of Blot, Cutthroat, Hun-Gurrr,
to become a being of rage without an ounce of focus,
Rippersnapper, and Sinnertwin.
making him one of the Decepticons’ most ferocious
and deadly allies. When the Terrorcons combine, their
mutual desire for destruction defines Abominus, and
AT TACKS
together, they have the brutal force to make their Antimatter Pistol (Targeting): +d8, Range
devastating desires come true. Mighty Decepticon 50ft/100ft (4 Energy damage Blast: 5ft radius)
commanders know how to use Abominus best— Hands: 1
directing him to bring about their target’s utter end. Alternate Effects: 1 Strength Essence damage, Trip
Traits: Anti-Tank, Armor Piercing, Computerized
THREAT LEVEL: 15
Star Cannon (Targeting): +d8, Range 100ft/300ft
SIZE: Towering HEALTH: 13/12/11/10/10 (2 Energy damage and 2 Fire damage Blast:
MOVEMENT: 40ft Ground 10ft radius)
Traits: Mounted, Titan-Class, Wrecker
STRENGTH: 13 SPEED: 10
SMARTS: 10 SOCIAL: 5 Unarmed Combat (Might): +d8, Reach (Stun 4)
TOUGHNESS: 26 EVASION: 20 Alternate Effects: 4 Blunt damage (↓1), Maneuver
WILLPOWER: 20 CLEVERNESS: 15 (↓1)
Traits: Integrated, Martial Arts, Silent
SKILLS
• Might +d8
POWERS
• Alertness +d4
• Athletics +d4 • Streetwise +d2 Furious Rage (1/Scene, Free): Once Abominus has
• Brawn +d6 • Survival +d6 suffered any amount of damage, he can choose to
• Culture +d2 • Targeting +d8 enter into a powerful battle rage for 2d2 rounds. While
• Deception +d4 • Technology +d4 in this rage, all his Might Skill Tests have an Edge. In
• Initiative +d4 • Languages: Cybertronian, addition, when an attack targets his Willpower or
• Intimidation +d6 English, Quintesson Cleverness, he may roll his Intimidation Skill Die and
add the result to his Defense.
PERKS
Energon Pool: Abominus possesses an Energon
GEAR
Pool of 8. Armor: Light Armor Matrix (+2 Toughness)
Weapons: Antimatter Pistol (Towering), Star
Cannon (Targeting long element; see The Enigma of
Combination page 52)

HANG-UPS
Nemesis (Computron): Abominus has an ugly history
with the Autobot Combiner Computron. If he is involved
in a scene with Computron (or someone openly acting
on behalf of Computron), Abominus suffers ↓1 on all
Skill Tests that are not targeting that individual to
somehow hinder or harm them.
Urge to Destroy: None of the Terrorcons who
compose Abominus are especially patient, so any
momentary confusion or frustration is likely to boil
over into a full-blown rage at the drop of a pin. If
Abominus fails a Smarts- or Social-based Skill Test, roll
1d2. On a result of 1, Abominus becomes Impaired for
his next 1d2 turns.

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CHAPTER
5
MAXIMALS
A team of Cybertronians that were originally on a Maximal Team Contact
mission of scientific discovery, the Maximals were Allegiance Points: 5
pulled into the Beast Wars when they encountered
Megatron and his crew. They are led by Optimus CONTACT PERKS
Primal (gorilla), a thoughtful and adaptable Maximal
Rush In (1 Allegiance Point): Cheetor rushes in, ready
who will do whatever it takes to keep Cybertron
to fight. He deals 1 Sharp damage to a random
safe. The stoic Rhinox (rhinoceros) supports
enemy, and all his allies gain a bonus of 30 feet to
the team with his technical brilliance. Dinobot
their movement speed until the next turn.
(Velociraptor), once a Predacon, provides tactical
Tactical Analysis (1 Allegiance Point): Dinobot
and security analysis and frequently offers a unique
provides instructions for taking down an enemy
viewpoint to the Maximals’ deliberations. Rookie
threat. Until the next turn, the next time a character
Cheetor (cheetah) brings youthful energy and
attacks the target while adjacent to an ally, the attack
excitement to the mix, always eager to prove his
has an Edge and ↑2.
worth. Rattrap (rat), despite his irreverent attitude,
You’ll Leave in Pieces (2 Allegiance Points): Rhinox
is an invaluable member of the team, serving as an
lays down covering fire with his double gatling guns.
infiltration specialist and possessing a great deal of
All allies have +1 to all Defenses until the next turn.
experience as a veteran of previous battles.
Joint Offensive (3 Allegiance Points): The Maximals
As the Beast Wars progressed, they were joined combine their attacks against a single target, dealing
by several new Maximals, including the wise 5 Fire damage to the target.
Tigatron (tiger), the bold Airazor (falcon), the Maximals, Maximize! (3 Allegiance Points): Optimus
brilliant Botanica (plant), the noble Silverbolt (wolf/ Primal’s leadership grants all his allies an Edge until
eagle fusion), Blackarachnia (black widow), Depth the next turn.
Charge (manta ray), the enigmatic Tigerhawk (tiger/ No One Knows Traps Like Rattrap (3 Allegiance
falcon fusion), and others. In their adventures, they Points): Rattrap places explosive traps in a 30ft ×
saved Cybertron and humanity from Megatron’s 30ft area. This area counts as Rough Terrain for
time-stream-altering schemes, as well as facing and enemies, and any enemies entering the area must
ultimately surviving the enigmatic Vok. succeed on a DIF 14 Alertness (Investigation) Skill
Test or activate an explosive, taking 2 Fire damage if
TABLE 5-1: MAXIMAL THREATS BY they fail.
THREAT LEVEL
THREAT THREAT PAGE CONTACT HANG-UPS
LEVEL Scientists, not Soldiers: The Maximals were on a
7 Dinobot p. 92 scientific mission, not a military one, and overall,
12 Botanica p. 90 they lack soldiers’ discipline and fear hurting their
13 Silverbolt p. 94 allies. To activate a Contact Perk other than Tactical
16 Blackarachnia p. 96
Analysis, each PC must spend a Free action on their
(Transmetal II) turn to coordinate with the Maximals.
22 Optimus Primal p. 97 We’re All Gonna Die: If an ally is Defeated, the
Maximals make a tactical retreat, taking the
24 Optimal Optimus p. 100
defeated ally to safety and leaving the scene.
24 Optimus Primal p. 99
(Transmetal)

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BOTANICA Self-Restoring Energon Reserves: At the end of her
turn, if Botanica’s Alt Mode is exposed to a significant
source of radiant energy (such as sunlight) and she did
Botanica is a scientist and explorer from Cybertron not spend Energon that turn, roll a d4. On a result of 4,
whose alternate form is chlorophyll-based—a plant regain one spent Energon, up to Botanica’s maximum.
life-form. Returning to Cybertron to answer Megatron’s
false distress call, Botanica joined with the Maximals, AT TACKS
putting all her considerable intellectual gifts to work
Lightning Projector (Technology): +d8*, Range
for the cause of restoring balance between the organic 20ft/60ft (1 Energy damage)
and the technological to Cybertron. Alternate Effects: 1 Energy damage Blast: 15ft radius
THREAT LEVEL: 12 (↓1), Multi-Weapon 2 (↓1)
SIZE: Large HEALTH: 12 Requirements: Bot Mode Only; One Energon must be
spent to activate for the scene.
MOVEMENT: 30ft Ground (Bot Mode); 45ft
Traits: Anti-Tank, Armor-Piercing, Computerized,
Ground/45ft Underground (Alt Mode)
Electric, Electromagnetic, Integrated
STRENGTH: 3 SPEED: 5
Plant Probe (Finesse): +d6*, Range 15ft/30ft
SMARTS: 15 SOCIAL: 7
(Target gains Stunned Condition until the beginning
TOUGHNESS: 15 EVASION: 15 of Botanica’s next turn)
WILLPOWER: 25 CLEVERNESS: 17 Special Effects: Any target struck with a Plant Probe
suffers a Snag on Targeting Skill Tests until the
SKILLS Probe is removed with a Standard action.
• Alertness +d6 Traits: Integrated, Psychic, Seeking, Stun
• Athletics (Digging) +d6* Unarmed Combat (Finesse): +d6, Reach
• Culture +d2 (Maneuver)
• Deception +d4 Alternate Effects: 1 Stun (↓1), 1 Blunt damage (↓1)
• Finesse (Thrown Weapons) +d6* Traits: Integrated
• Infiltration +d2
• Initiative +d2 Vine Bombs (Finesse) +d6*, Range
• Performance +d4 15ft/30ft (Grapple)
• Persuasion +d6 Alternate Effects: 2 Stun (↓2)
• Science (See Perks) +d10* Special Effects: The Vine Bombs grapple the target.
• Survival +d4 If the Vine Bomb wins, the target is Grappled and
• Technology (Electric Weapons) +d8* suffers 1 Stun. Characters grappled can attempt to
• Languages: Cybertronian, Cybertronix escape against the Vine Bomb’s 16 Toughness.
Hands: 1
PERKS Traits: Consumable, Computerized, Stun
Cybertronian Scientific Genius: Botanica gets
POWERS
↑1 on all Science and Technology tests involving
Cybertronian science and technology. Botanica treats Supercharged Lightning Strike (Standard, 1/
all Science tests as if Specialized. Scene; 150ft Max Range): Botanica supercharges
her Lightning Projector to strike multiple targets with
Hoverpad: In Bot Mode, Botanica hovers above the
a Blast: 150ft radius attack. Botanica can target any
ground but cannot fly.
number of creatures in the area but must spend 1
Mode Conversion: Cybertronians spend a Standard Energon for each two targets after the first. Make a
action to convert between Bot Mode and Alt Mode. single Technology (Electric Weapons) Skill Test
Natural Energon Batteries: Botanica’s maximum against the Toughness of each target, dealing 2
Energon reserves are equal to three times her lowest Energy damage on a hit.
Essence Score.

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CHAPTER 5: MAXIMALS

GEAR HANG-UP
Armor: Light Armor Matrix (+1 Toughness) Reflective Linked to the Core: Botanica forms a strong psychic
Coating (+1 deflective to Toughness) link to the organic core of whichever planet she finds
herself on. Botanica must be within a short distance
Weapons: Lightning Projector (Technology medium
of the ground at all times, or she rapidly loses Energon
element), Plant Probes (Finesse integrated melee), Vine
at a rate of 1 point per round until her reserves are
Bombs ×5 (Athletics sidearm thrown)
drained, at which point she begins to lose Health at the
Other: Restricted Science (Botany) Kit same rate until Defeated. Botanica cannot regenerate
Energon until her link with the organic core is restored
by rejoining with the soil.

BOTANICA

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DINOBOT AT TACKS
Bite (Might): +d6*, Reach (1 Sharp damage)
Dinobot places honor above all things. Originally a Alternate Effects: Grapple (↓1)
part of Megatron’s Predacons, Dinobot defected after Requirements: Alt Mode Only
experiencing Megatron’s dishonorable ways firsthand. Traits: Integrated, Sharp, Silent
He has since joined up with the Maximals. Even though Claw (Might): +d6*, Reach (1 Sharp damage)
his pragmatic views on conflict sometimes clash with Traits: Integrated, Sharp, Silent
Maximal principles, he respects his new allies for Cyber-Slash Tail Weapon (Might): +d6*, Reach (1
conducting themselves honorably. Sharp damage)
THREAT LEVEL: 7 Alternate Effects: Multiple Targets (↓1, 2)
SIZE: Large/Long HEALTH: 7 Special Effect: Adds +2 to Toughness and Evasion
defenses while being wielded.
MOVEMENT: 30ft Ground (Bot Mode); 50ft Ground Hands: 1
(Alt Mode)
Requirements: Bot Mode Only
STRENGTH: 7 SPEED: 5 Traits: Sharp, Silent
SMARTS: 5 SOCIAL: 3
Electron Sword (Might): +d6*, Reach (1
TOUGHNESS: 19 EVASION: 15 Sharp damage)
WILLPOWER: 15 CLEVERNESS: 13 Alternate Effects: 2 Sharp damage (held in two
hands)
SKILLS Special Effect: The weapon deals 1 Strength Essence
• Alertness +d4 damage on a Critical Success.
• Athletics +d2 Hands: 1
• Brawn +d4 Requirements: Bot Mode Only
• Culture (Warrior’s Code) +d6* Traits: Sharp, Silent, Surgical
• Initiative +d4
Laser Eye Beams (Targeting): +d6, Range
• Intimidation +d2
40ft/100ft (1 Laser damage)
• Might (Sharp) +d6*
Requirements: Bot Mode Only
• Persuasion +d2
Traits: Integrated, Laser
• Targeting +d6
• Languages: Cybertronian
POWERS
PERKS Tactical Maneuver (Free, 3/Scene): Once per turn,
Dinobot coordinates with an ally of his choice. The ally
Battle Charge: On the first turn of combat, Dinobot
can immediately take the Move or Attack action. If the
doubles his Movement until the beginning of his
ally attacks a character adjacent to Dinobot this way,
next turn.
they gain an Edge on the attack.
Code of Hero: Dinobot’s sheer determination keeps
him fighting despite grievous injuries. The first time GEAR
in a scene Dinobot would be dropped to 0 Health, he
Armor: Medium armor matrix (+2 deflective to
instead goes to 1 Health.
Toughness)
Mode Conversion: Cybertronians spend a Standard
Weapons: Cyber-Slash Tail Weapon (Might heavy
action to convert between Bot Mode and Alt Mode.
melee), Electron Sword (Might heavy melee) Integrated
Tail Weapon Expertise: Dinobot only suffers half of Eye Lasers (Laser sidearm projectile)
any fall damage.

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CHAPTER 5: MAXIMALS

HANG-UP CONTACT PERKS


Once a Predacon…: Dinobot will always be looked Tactical Analysis (1 Allegiance Point): Dinobot
upon by some Maximals as a potential security risk; as provides instructions for taking down an enemy
they say, “Once a Pred, always a Pred.” His sometimes threat. Until his next turn, the next time a
extreme and draconian viewpoints certainly don’t help. character attacks the target while adjacent to an
He suffers ↓1 on all Social-based Skill Tests that target ally, the attack has an Edge and ↑2.
Maximals who know of his past allegiance. Cover Fire (2 Allegiance Points): All allies have +1
to all Defenses until Dinobot’s next turn.
Contact: Maximal Dinobot Hold the Line (3 Allegiance Points): All enemies
have a Snag on their attacks until Dinobot’s
Once Megatron’s closest lieutenant, Dinobot left the
next turn.
Predacons when he finally saw Megatron’s unending
ambition and the dishonor it brought. Now, Dinobot
serves as the Maximals’ security specialist.
Allegiance Points: 3

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SILVERBOLT Alternate Effects: Maneuver (1↓)
Traits: Integrated, Sharp
Feather Rockets (Targeting): +d4, Range
One of the first Maximal Fuzors, Silverbolt is noble,
30ft/150ft (1 Sharp damage)
honorable, and heroic to the core of his Spark, often
Requirements: Alt Mode Only
to the annoyance of his Maximal allies. A ferocious
Traits: Integrated
warrior combining the physical attributes of a wolf
and an eagle in his Alt Mode, Silverbolt is a stalwart Quill Bombs (Finesse): +d8*, Range 20ft/60ft (1
Sharp damage)
champion of the Maximal cause.
Alternate Effects: 1 Sharp damage Blast: 15ft radius
THREAT LEVEL: 13 (↓1)
SIZE: Large/Extended HEALTH: 16 Requirements: Bot Mode Only
MOVEMENT: 30ft Ground (Bot Mode); 45ft Traits: Integrated
Ground/60ft Aerial (Alt Mode) Wing Blades (Might): +d8*, Reach (1 Sharp damage)
STRENGTH: 12 SPEED: 12 Alternate Effects: Can be thrown with Finesse
SMARTS: 3 SOCIAL: 5 (+d8*) at Range 20ft/60ft
Hands: 1
TOUGHNESS: 25 EVASION: 20
WILLPOWER: 14 CLEVERNESS: 16 Traits: Armor-Piercing, Sharp

SKILLS POWERS
• Acrobatics +d4 Feather-Rocket Counter-Strike: In response to an
• Alertness +d6 attack with the Seeking trait, Silverbolt can fire his
• Athletics +d6 Feather Rockets in defense. Silverbolt makes a DIF
• Brawn +d4 16 Targeting Skill Test. If successful, Silverbolt’s
• Conditioning +3 Feather Rockets shoot down the projectiles, causing
• Driving (Flight) +d6* them to miss.
• Finesse (Thrown Weapons) +d8*
Indomitable Spark: If Silverbolt is ever reduced to 0
• Initiative +d2
Health, he automatically makes a DIF 10 Brawn Skill
• Might (Blades) +d8*
Test. If successful, he remains active, regains 1 Health,
• Performance +d4
and may continue to fight!
• Persuasion (Truth) +d6*
• Targeting +d4 GEAR
• Languages: Cybertronian, Cybertronix
Armor: Medium Armor Matrix (+2 Deflective to
PERKS Toughness), Reflective Finish (+1 Deflective to
Toughness)
Barrel Roll: When in flight in his Alt Mode, Silverbolt
can spend 2 Free actions to take the Defend action in Weapons: Claws (Might integrated melee), Feather
addition to his Standard action. Rockets (Targeting integrated projectile), Quill Bombs
(Finesse integrated explosive), Wing Blades ×2 (Might
Blademaster: Silverbolt is a skilled swordsbot and
sidearm melee)
gains ↑1 when using any one-handed blade.
Fearless: Silverbolt’s deep conviction in his code of HANG-UPS
honor makes him utterly immune to fear. Silverbolt
A Forbidden Romance: Silverbolt has a weakness for
is immune to the Frightened Condition, resistant to
the Predacon Blackarachnia and will never attack her
Psychic damage, and all attempts to target Silverbolt
under any circumstances. Silverbolt will go out of his
with the Intimidation Skill automatically fail.
way to deliver her from danger or protect her when
Mode Conversion: Cybertronians spend a Standard the opportunity presents itself.
action to convert between Bot Mode and Alt Mode.
An Unbreakable Code: Silverbolt’s code of honor is
Quick Strike: Silverbolt is quick to attack and follow so deeply ingrained on his Spark he will never violate
up with a second strike with any of his weapons, which it willingly. Silverbolt will not attack from ambush, will
he can do by spending 2 Free actions. never strike a downed foe, and will not target any
opponent suffering any Condition of which he is aware.
AT TACKS He always fights fairly and chivalrously, even when it is
Claw Strike (Might): +d8, Reach (1 Sharp damage) to his disadvantage.

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BLACKARACHNIA AT TACKS
Cybervenom Blade Launcher (Targeting): +d8,
(TRANSMETAL II) Range 40ft/100ft (1 Sharp and 1 Poison damage)
Requirements: Bot Mode Only
After leaving the Predacons, Blackarachnia used the Traits: Integrated, Poison, Sharp, Silent, Reload
Transmetal Driver on herself to change her body and Fang Strike (Finesse): +d8*, Reach (1
rid herself of the Predacon shell program that kept her Sharp damage)
from fully joining the Maximals, her new allies. Doing so Alternate Effects: Add 2 Poison damage (↓1)
granted her great new powers. Requirements: Alt Mode Only
Traits: Integrated, Martial Arts, Poison, Silent
THREAT LEVEL: 16
Unarmed Strike (Finesse): +d8*, Reach (1 Sharp or
SIZE: Common/Common HEALTH: 18
Blunt damage)
MOVEMENT: 30ft Ground (Bot Mode); 40ft Ground Alternate Effects: Maneuver (↓1), Multiple Targets
(Alt Mode) (3, ↓1)
STRENGTH: 7 SPEED: 16 Requirements: Bot Mode Only
SMARTS: 13 SOCIAL: 8 Traits: Integrated, Martial Arts, Silent
TOUGHNESS: 17 EVASION: 26 Web Strike (Targeting): +d8*, Range 20ft/50ft (1
WILLPOWER: 23 CLEVERNESS: 18 Poison damage)
Alternate Effects: Maneuver (↓1)
SKILLS Requirements: Alt Mode Only
• Acrobatics +d6 Traits: Integrated, Reload, Silent
• Alertness +d6
• Conditioning +2 POWERS
• Deception (Bluffing) +d10* Web Zip (Move, Alt Mode Only): Blackarachnia
• Finesse (Martial Arts) +d8* shoots her web, zipping to a location within 100ft
• Infiltration +d6 she can see.
• Intimidation (Distract) +d8*
• Persuasion +d4 Spin Throw (2/Scene, Standard): Blackarachnia
• Science +d8 spins around and throws a Grappled foe far away. She
• Targeting (Web Strike) +d8* throws the character anywhere within 30ft, dealing
• Technology (Engineering) +d8* 2 Blunt damage and knocking them Prone. She can
• Languages: Cybertronian make a Targeting Skill Test against the Toughness
or Evasion of another target, throwing her Grappled
PERKS enemy at them. If she hits, the second target also
Fast Conversion: Blackarachnia spends a Free action takes 2 Blunt damage and is knocked Prone.
to convert between Bot Mode and Alt Mode.
GEAR
Cyber Venom Battery: Any target that suffers
Armor: Medium Armor Matrix (+2 deflective to
Poison damage from Blackarachnia gains the Stunned
Toughness)
Condition until the end of her next turn.
Weapons: Poison Blades (Finesse sidearm melee),
Telekinesis: Blackarachnia can manipulate objects
Fangs (Finesse integrated melee)
with her mind, moving them with force of will. For Skill
Tests that involve lifting or moving objects, she may Gear: Spinnerets
use her Technology Skill in place of Brawn.
HANG-UPS
Vicious Opponent: Blackarachnia can attack twice
when she takes the Attack action. Distrustful: Blackarachnia has a very hard time
opening up to anyone or learning to trust them. She
has ↓1 on all Social Skill Tests except Deception.
Escape Plan: Blackarachnia prioritizes always having
an escape plan. If all her escape routes are blocked,
she spends processor power finding a new exit, leaving
her with ↓1 on all Skill Tests until she can create an
escape route.

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OPTIMUS PRIMAL penalty when Grappling targets up to 2 size categories


larger than him while in Alt Mode.
Mode Conversion: Cybertronians spend a Standard
Once a humble exploratory spaceship pilot running
action to convert between Bot Mode and Alt Mode.
jobs for the High Council, Optimus Primal leads the
Maximals in their battle to stop the Predacons and Well, That’s Prime: As the leader of the Maximals
their leader, Megatron. Known for his tactical ingenuity stranded on an alien world, Optimus Primal has
and his steadfast belief in the cause of the Maximals unfortunately grown familiar with the old Cybertronian
even when outgunned and outmanned, Optimus Primal saying, “Whatever can go wrong, will.” Once during
has turned the tables on the Predacons again and a scene, Optimus Primal can attempt a DIF 16
again. When Optimus Primal originally crash-landed on Leadership Skill Test; if he succeeds he receives ↑2
ancient Earth, he took the shape of a silverback gorilla on his next Skill Test.
to protect his bot form from being overwhelmed by the
rich Energon deposits on the planet. AT TACKS
Unlike his namesake, Optimus Primal’s Spark is not Shoulder-Mounted Rockets (Targeting): +d8,
imbued with the Matrix of Leadership. Instead, what Range 60ft/150ft (3 Electromagnetic damage or 3
Energy damage)
sets him apart from the rest of the Maximals is his
Alternate Effects: 3 Electromagnetic damage or 3
self-sacrificing belief that Megatron must be brought
Energy damage - Multiple (2) Targets (60ft, ↓1)
to justice for his crimes. And as Megatron can tell
Requirements: Bot Mode Only
you, Optimus Primal has a speech prepared for
Traits: Armor Piercing, Integrated
every showdown.
Gorilla Fist (Might): +d6* (2 Blunt damage)
THREAT LEVEL: 22
Alternate Effects: 2 Stun, Intimidating, Maneuver
SIZE: Large HEALTH: 25 Requirements: Alt Mode Only
MOVEMENT: 35ft Ground (Bot Mode); 35ft Ground Traits: Integrated, Silent
(Alt Mode) Dual-Barreled Cannons (Targeting): +d8,
STRENGTH: 15 SPEED: 11 Range 30ft/80ft (2 Electromagnetic damage or 2
SMARTS: 10 SOCIAL: 14 Energy damage)
Requirements: Bot Mode Only
TOUGHNESS: 27 EVASION: 23
WILLPOWER: 21 CLEVERNESS: 23 Traits: Ballistic
Unarmed Combat (Might): +d6*, Reach (2 Stun)
SKILLS Alternate Effects: 2 Blunt damage (↓1), Maneuver (↓1)
• Alertness +d6 Requirements: Bot Mode Only
• Animal Handling +d6 Traits: Integrated, Martial Arts, Silent
• Athletics +d4
• Brawn +d8 POWERS
• Conditioning +2 Maximals, Maximize! (1/Scene, Free): When Optimus
• Deception +d6 Primal orders the Maximals to mobilize, they are
• Driving (Land) +d2* invigorated to do so. Until the end of the next scene, all
• Initiative +d2 of Optimus Primal’s allies can ignore one Snag.
• Intimidation +d4
• Might (Unarmed) +d6* Prime Gun Barrage (1/Turn, Bot Mode Only,
• Performance +d2 Standard): When he is in Bot Mode, Optimus Primal
• Persuasion (Leadership) +d10* can unleash a pair of shoulder-mounted cannons that
• Streetwise +d4 rain devastation upon the battlefield. As a Standard
• Survival +d6 action, Optimus Primal can target every enemy within
• Targeting +d8 60ft and make a +d8 Targeting Attack. A successful
• Technology +d4 hit deals 3 Electromagnetic damage or 3 Energy
• Languages: Cybertronian damage. This attack is considered to have the Armor
Piercing trait.
PERKS
Sometimes, Crazy Works (1/Scene, Free): Stranded
Gorilla Might: While in Alt Mode, Optimus Primal on a strange, alien planet while constantly at war
gains ↑1 on Might Attacks when initiating a Grapple. with the Predacons often leaves the Maximals with
Additionally, Optimus Primal does not suffer any few or no options. It’s in times like these that Optimus

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Primal must make difficult decisions without a plan, or CONTACT PERKS


sometimes without any time to think at all! Optimus
Primal and all of his allies gain a Story Point if they That’s Just Prime (1 Allegiance Point): Prime helps
have none, but they must use it immediately. an ally with their task; an ally gains ↑2 on their
next Brawn, Persuasion, or Science Skill Test.
GEAR Rocket Storm (2 Allegiance Points): Primal fires on
Armor: Reinforced Plates (+2 plating to Toughness) a 30ft × 30ft area, dealing 1 Electromagnetic or
Weapons: Dual-Barreled Cannons (Targeting medium Energy damage to all creatures in that space.
element) Shoulder-Mounted Rockets (Targeting Attack Formation (3 Allegiance Points): Primal’s
integrated explosive) leadership grants all his allies an Edge on all Skill
Tests until his next turn.
HANG-UPS
Lead by Doing: Optimus Primal never issues an order CONTACT HANG-UP
he wouldn’t follow. If there’s pushback on one of his Protect the Innocent: Primal will not make attacks
orders, he’ll simply carry it out himself. Whenever he
that can harm those who are not his enemies.
fails on any Skill Test to influence a fellow Maximal

ALTERNATE FORM:
(e.g. Intimidation, Deception, Persuasion) to complete a
dangerous task, Optimus Primal is compelled to do the

TRANSMETAL
task himself.
Protect the Creatures of This Planet: Optimus
Primal will go to any lengths to make sure that the
After his Spark was transplanted into a new protoform,
creatures of this planet are not affected by the ongoing
Optimus Primal was imbued with Transmetal powers,
Beast Wars. He will always put himself in between a
a super-strong form with enhanced strength, damage
threatening situation and any innocent bystanders.
resistance, and mobility. In addition to the Skills,
Perks, Attacks, Powers, and Gear of Optimus Primal,
Contact: Optimus Primal Transmetal Optimus Primal possesses the following
abilities:
Although he’d rather be off on an exploration
mission, Optimus Primal is always ready to help THREAT LEVEL: +2
those he sees as earnest defenders of Cybertron.
TRANSMETAL PERKS
Allegiance Points: 4
Improved Attacks: His Transmetal form confers a
host of improved offensive abilities on Optimus Primal.
He gains ↑1 on all Attack Skill Tests.
Sky Surfboard: Transmetallization has given
Optimus Primal access to a new form of mobility: a
flying rocket-powered hover surfboard! While in Alt
Mode, Optimus Primal gains a new Movement option:
40ft Aerial.

TRANSMETAL POWER
Limited Resistance (1/Scene, No Action): The
Transmetal form grants a variety of surprising
immunities at the cost of other Transmetal benefits.
In response to being hit or affected by a Power or
environmental effect, Optimus Primal can negate
the effect (suffering no damage or other ill effects).
He cannot use his Transmetal Perks until the end of
the scene.

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OPTIMUS PRIMAL Shield Plates: While Optimal Optimus has either or
both of his shield plates (not launched—see Powers),

(OPTIMAL
he and allies within 5ft benefit as though they had
taken Cover, imposing ↓ 2 on ranged attacks against

OPTIMUS)
them. While these plates are detached, Optimus
suffers −2 to his Toughness Defense.
Well, That’s Prime: As the leader of the Maximals
When one of Megatron’s plots resulted in the near
stranded on an alien world, Optimal Optimus has
death of Optimus Prime, one of the most important
unfortunately grown familiar with the old Cybertronian
Autobot leaders of the distant past, Optimus Primal
saying, “Whatever can go wrong, will.” Once during
saved the timeline by holding the Spark of Optimus
a scene, Optimal Optimus can attempt a DIF 16
Prime within himself. This action led to Primal’s body
Persuasion (Leadership) Skill Test; if successful, he
being transformed, gaining the mystic power of
gains ↑2 on his next Skill Test.
the Primes.
THREAT LEVEL: 24 AT TACKS
SIZE: Huge/Huge/Extended/Extended HEALTH: 26 Dual Rocket Launchers (Targeting): +d10*, Range
MOVEMENT: 40ft Ground/40ft Aerial (Bot Mode); 100ft/200ft; min 30ft (2 Sharp damage Blast:
40ft Ground (Gorilla Alt Mode); 100ft Aerial (Gunship 20ft radius)
Alt Mode); 60ft Ground (Tank Alt Mode) Alternate Effects: Multiple Attacks (2, ↓1)
Requirements: Bot Mode, Gunship Alt Mode, or Tank
STRENGTH: 16 SPEED: 11
SMARTS: 12 SOCIAL: 15 Alt Mode Only
Traits: Anti-Tank, Ballistic, Integrated, Reload, Sharp,
TOUGHNESS: 31 EVASION: 21 Wrecker
WILLPOWER: 22 CLEVERNESS: 25
Flyby (Driving): +d10*, Reach (3 Blunt damage)
SKILLS Alternate Effects: Maneuver
Requirements: Gunship Alt Mode Only; Move at least
• Alertness +d6
10ft before attacking
• Animal Handling +d6
• Athletics +d4 Traits: Integrated
• Brawn +d10 Gorilla Fist (Might): +d10*, Reach (3 Blunt damage)
• Conditioning +2 Alternate Effects: Intimidating, Maneuver
• Deception +d6 Hands: 1
• Driving (Gunship) +d10* Requirements: Bot Mode and Gorilla Alt Mode Only
• Initiative +d6 Traits: Blunt, Integrated, Silent
• Intimidation +d4
Ram (Driving): +d10, Reach (3 Blunt damage)
• Might (Gorilla Fists) +d10*
Alternate Effects: Trip
• Performance +d4
Requirements: Tank Alt Mode Only; Move at least
• Persuasion (Leadership) +d10*
10ft before attacking
• Science (Biology) +d6*
• Streetwise +d4 Traits: Integrated
• Survival +d6
• Targeting (Dual Rocket Launchers) +d10*
POWERS
• Technology +d4 Integrated Shield Plates (1/Scene, Free, Bot Mode
• Languages: Cybertronian Only): Optimal Optimus can launch up to two of his
plates to locations within a 30ft radius, where they
PERKS deploy as Cover. Characters adjacent to a shield plate
Gorilla Might: While in Gorilla Alt Mode, Optimal may spend a Free action to take cover. In Bot or Gorilla
Optimus gains ↑1 on Might attacks when using a Alt Mode, Optimal Optimus can pick up and re-equip a
weapon’s Maneuver alternate effect to initiate a plate as a Free action.
Grapple. Additionally, Optimal Optimus does not suffer Laser Tracking (Move): A laser helps Optimal Optimus
any penalty when Grappling targets up to 2 size and his allies aim their attacks. Until Optimus’ next
categories larger than him while in Alt Mode. turn, the next attack made against the tracked target
Mode Conversion: Cybertronians spend a Standard gains an Edge.
action to convert between Bot Mode and Alt Mode.

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CHAPTER
6
PREDACONS
Officially, the Pax Cybertronia dictates peace TABLE 6-1: PREDACON THREATS BY
between the Maximals and the Predacons, although THREAT LEVEL
tensions can sometimes run high. A renegade THREAT THREAT PAGE
splinter group, led by the Predacon Megatron, LEVEL
however, acted against this peace. Convinced by 1 Quickstrike p. 109
Megatron’s promises of a glorious future, they stole
4 Scorponok (Predacon) p. 113
the Golden Disk and escaped to Earth, where he
claimed they would find a great source of Energon. 4 Skold p. 116

Megatron and his soldiers are highly experienced 4 Tarantulas p. 118


and extremely dangerous. 5 Experiment ZT-Omega p. 120
6 Blackarachnia p. 104

Contacts
8 Inferno p. 107
8 Scorponok (Transmetal) p. 114

Despite the enmities of the Beast Wars, some 8 Tarantulas (Transmetal) p. 119
Predacons may be willing to collaborate with 8 Waspinator p. 124
Maximals under the right circumstances, 9 Terrorsaur p. 121
possibly considering a shift in allegiance as
10 Megatron (Predacon) p. 126
Megatron leads them further and further to
extremes from which there is no return. You’ll 11 Terrorsaur (Transmetal) p. 123
find Contacts for some Predacons among 12 Quickstrike (Transmetal II) p. 110
their statistics.
13 Inferno (Transmetal) p. 108
15 Megatron (Transmetal) p. 127
17 Dinobot II p. 106
17 Rampage p. 111
20 Megatron (Transmetal II) p. 128

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BLACKARACHNIA Pistol (Targeting): +d4, Range 30ft/80ft (1
Blunt damage)
Alternate Effects: 1 Fire damage Blast: 20ft radius (↓1)
A highly talented saboteur, this Predacon is an expert Hands: 1
at infiltration, social engineering, and survival. She Requirements: Bot Mode Only
trusts only herself, frequently putting her at odds Traits: Ballistic, Sidearm
with Megatron.
Unarmed Strike (Finesse): +d6*, Reach (1
THREAT LEVEL: 6 Blunt damage)
SIZE: Common/Common HEALTH: 6 Alternate Effects: Maneuver (↓1), Grapple (↓1),
Multiple Targets (2, ↓1)
MOVEMENT: 30ft Ground (Bot Mode); 30ft Ground
Requirements: Bot Mode Only
(Alt Mode)
Traits: Integrated, Martial Arts, Silent
STRENGTH: 2 SPEED: 8
SMARTS: 5 SOCIAL: 3 POWER
TOUGHNESS: 13 EVASION: 15 Grappling Hook (3/Scene, Move, Bot Mode Only):
WILLPOWER: 15 CLEVERNESS: 15 Blackarachnia can use her grappling hook to zip to a
location she can see within 100ft.
SKILLS
• Acrobatics +d2 GEAR
• Alertness +d2
Armor: Light Armor Matrix (+1 deflective to Toughness)
• Deception (Bluffing) +d6*
• Finesse (Martial Arts) +d6* Weapons: Pistol (Ballistic sidearm projectile), Fangs
• Infiltration +d4 (Finesse integrated melee), Machine Guns (Ballistic
• Intimidation +d2 medium projectile)
• Science +d4
Gear: Spinnerets
• Targeting +d4
• Technology (Engineering) +d4* HANG-UPS
• Languages: Cybertronian
Distrustful: Blackarachnia has a very hard time
PERKS opening up to anyone or learning to trust them. She
has ↓1 on all Social Skill Tests except Deception.
Cybervenom Battery: Any target that suffers Poison
damage from Blackarachnia gains the Stunned Escape Plan: Blackarachnia prioritizes always having
Condition until the end of her next turn. an escape plan. If all her escape routes are blocked,
she spends processor power finding a new exit, leaving
Fast Conversion: Blackarachnia spends a Free action
her with ↓1 on all Skill Tests until she can create an
to convert between Bot Mode and Alt Mode.
escape route.
AT TACKS
Fang Strike (Finesse): +d6*, Reach (1 Sharp damage) Contact: Blackarachnia
Alternate Effects: Add 1 Poison damage (↓1)
Blackarachnia was originally a Maximal protoform,
Requirements: Alt Mode Only
reprogrammed by a Predacon shell program. However,
Traits: Integrated, Martial Arts, Poison, Silent
once she discovered Megatron’s plans to change the
Integrated Machine Guns (Targeting): +d4, Range future and erase the Maximals, she found herself
40ft/160ft (1 Sharp damage)
needing to hamper his plans. She may thus work with
Alternate Effects: 2 Sharp damage (↓1); Multiple (2)
her opponents when it suits her own survival.
Targets (Blast: 30ft cone, ↓1)
Requirements: Bot Mode Only Allegiance Points: 4
Traits: Ballistic, Integrated, Reload
Launch Web (Targeting): +d4, Range
CONTACT PERKS
20ft/50ft (1 Stun) Deception With Good Intention (1 Allegiance
Special Effects: Target is enveloped by webbing. Point): One random enemy is distracted by
While enveloped, the target is Restrained. The Blackarachnia. The next attack made against them
webbing has Toughness 12 and 2 Health. is made with an Edge.
Requirements: Alt Mode Only
Traits: Integrated, Reload, Silent

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CHAPTER 6: PREDACONS

I’m In (2 Allegiance Points): Blackarachnia hacks CONTACT HANG-UP


any computer or electrical item, disabling any I Like Being Bad: Blackarachnia is unwilling to help
locks that prevent the characters from operating it. the characters too much. Each character must
What a Tangled Web We Weave (3 Allegiance spend a Free action every turn she is in the scene
Points): Blackarachnia makes a 15ft × 15ft web. It to keep an eye on her and make sure she doesn’t
is Rough Terrain and characters in that space have stab them in the back.
↓1 on their next Skill Test.

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DINOBOT II POWERS
Laser Tracking (1/Turn, Free): Dinobot II’s laser
Dinobot’s Spark left his frame after a lengthy guides his and his allies’ attacks. Select one target. The
battle where he singlehandedly protected a human next attack against it gains an Edge.
settlement from being destroyed by a Predacon attack.
Megatron, however, took a blank protoform and cloned Rampage’s Spark (1/Scene): Dinobot II is powered by
cells from Dinobot’s beast form, combining them with Rampage’s Spark and gains some of his regenerative
Rampage’s Spark to create a new, loyal Dinobot. capabilities. After being Defeated, Dinobot II recovers 2
Health after 1 turn.
THREAT LEVEL: 17
SIZE: Large/Long HEALTH: 18 GEAR
MOVEMENT: 30ft Ground (Bot Mode); 60ft Ground
Armor: Medium armor matrix (+2 deflective to
(Alt Mode)
Toughness)
STRENGTH: 13 SPEED: 11
SMARTS: 9 SOCIAL: 7 Weapons: Integrated Eye Lasers (Laser sidearm
TOUGHNESS: 25 EVASION: 21 projectile)
WILLPOWER: 19 CLEVERNESS: 17
HANG-UP
SKILLS
Empty Shell: Dinobot II does not have a true Spark
• Alertness +d10 of his own. He obeys Megatron unquestioningly and
• Athletics +d2 without any initiative of his own. Without orders from
• Brawn +d6 Megatron, Dinobot II only defends himself.
• Conditioning +1
• Initiative +d10
• Intimidation +d6 Contact: Predacon Dinobot
• Might (Sharp) +d10*
One of Megatron’s renegades, Dinobot is an
• Targeting (Laser) +d10*
• Technology (Starships) +d10*
accomplished warrior knight. Despite his allegiance,
• Languages: Cybertronian Dinobot holds himself to a strict code of honor,
making cooperation with non-Predacons possible as
PERKS long as it is aligned with his convictions. Predacon
Battle Charge: On the first turn of combat, Dinobot
Dinobot uses the same statistics as Maximal
doubles his Movement until the beginning of his next turn. Dinobot in Chapter 5.
Allegiance Points: 4
Mode Conversion: Cybertronians spend a Standard
action to convert between Bot Mode and Alt Mode. CONTACT PERKS
Vicious Attacker: Dinobot II can make two attacks Laser Eyes (1 Allegiance Point): One random enemy
when he takes the Attack action. He can spend 3 Free takes 1 Laser damage.
actions to make an additional melee attack or 4 Free
Protective Stance (2 Allegiance Points): The next
actions to make an additional ranged attack.
attack against an ally automatically fails.
AT TACKS Warrior’s Charge (2 Allegiance Points): Dinobot
deals 1 Sharp damage to one enemy. That enemy
Bite (Might): +d10*, Reach (2 Sharp damage)
has a Snag on their next attack.
Alternate Effects: Maneuver (↓1), Grapple (↓1)
Requirements: Alt Mode Only
Traits: Integrated, Sharp, Silent
CONTACT HANG-UP
Laser Eye Pulse (Targeting): +d10*, Range Honorable Victory: Dinobot leaves the scene after
80ft/200ft (2 Laser damage) any opponent is Defeated.
Requirements: Bot Mode Only
Traits: Integrated, Laser
Slash (Might): +d10*, Reach (2 Sharp damage)
Traits: Integrated

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CHAPTER 6: PREDACONS

INFERNO AT TACKS
Inferno Flame Blaster (Targeting): +d6*, Range 15ft
Inferno is fanatically loyal to the Predacons. He has (1 Fire damage Blast: 15ft cone)
difficulty separating the instincts of his Alt Mode form, Hands: 2
the fire ant, from his own personality. Thus, he believes Requirements: Bot Mode Only
the Predacon base to be his colony and Megatron to Traits: Anti-Tank, Fire, Mounted, Reload, Wrecker
be his royalty. He is single-minded in his service to Inferno Rocket Launcher (Targeting): +d6*,
Megatron, eschewing personal ambitions and hobbies Range 100ft/200ft; min 30ft (1 Fire damage Blast:
for the good of the colony. 20ft radius)
Hands: 2
GM Tips: Inferno is all about blowing things up and
Requirements: Bot Mode Only
leaving fire behind. Use his abilities to set fire to the
Traits: Anti-Tank, Fire, Mounted, Reload, Wrecker
battlefield, making it hard for the player characters to
go anywhere without getting burnt. Mandible Strike (Might): +d4, Reach (1
Sharp damage)
THREAT LEVEL: 8 Alternate Effects: Grapple (↓1), Maneuver (↓1),
SIZE: Large/Long HEALTH: 14 Intimidating
MOVEMENT: 30ft Ground/30ft Aerial (Bot Mode); Requirements: Alt Mode Only
30ft Ground/15ft Underground (Alt Mode) Traits: Integrated, Silent

STRENGTH: 8 SPEED: 7 POWERS


SMARTS: 3 SOCIAL: 4
For the Royalty! (1/Scene, Free): Inferno’s zealous
TOUGHNESS: 16 EVASION: 15
loyalty means he gives his all when following his
WILLPOWER: 11 CLEVERNESS: 12
leader. Until the beginning of his next turn, he gains an
SKILLS Edge on all Skill Tests.

• Alertness +d4 GEAR


• Brawn (Force) +d6*
• Conditioning +2 Armor: Medium Armor Matrix (+2 deflective to
• Initiative +d6 Toughness), Heat Shielding
• Might +d4 Weapons: Inferno Flame Blaster/Rocket Launcher
• Persuasion +d4 (Targeting medium element/projectile), Mandible
• Streetwise +d4 (Sharp integrated melee)
• Survival +d2
• Targeting (Fire) +d6* HANG-UP
• Languages: Cybertronian
Singleminded: Inferno follows orders with no regard
PERKS for his own safety. Inferno always suffers −2 to all
Defenses (already applied to stat block).
Burn, Burn, Burn!: The Rough Terrain generated by the
Wrecker trait of the Inferno Flame Blaster and Rocket
Launcher continues to burn, dealing 1 Fire damage
to characters entering or ending their turn on one of
those spaces.
Drone Mind: Inferno cannot suffer from the Frightened
Condition.
Heat Shielding: Fire and Laser damage Inferno suffers
from any source is reduced by 1 (minimum of 0). This
power comes from an Armor Upgrade.
Mode Conversion: Cybertronians spend a Standard
action to convert between Bot Mode and Alt Mode.
Weapon Swap: Inferno can only use either the Inferno
Flame Blaster or the Inferno Rocket Launcher at one
time. He can swap between them as a Free action.

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DEVIATION: AT TACKS
Inferno Flame Blaster (Targeting): +d8*, Range 15ft
TRANSMETAL (2 Fire damage Blast: 30ft cone)
Hands: 2

INFERNO Requirements: Bot Mode Only


Traits: Anti-Tank, Fire, Mounted, Reload, Wrecker
To demonstrate what NPCs might look like with Inferno Rocket Launcher (Targeting): +d8*,
new Transmetal, Transmetal II, or other upgrades, Range 100ft/200ft; min 30ft (2 Fire damage Blast:
some characters (labeled Deviations) are given with 40ft radius)
hypothetical upgrades and some story ideas for what Hands: 2
might have brought this change about. Requirements: Bot Mode Only
Traits: Anti-Tank, Fire, Mounted, Reload, Wrecker
This Deviation presents what might happen if
Inferno was hit by the Quantum Surge and gained a Mandible Strike (Might): +d6, Reach (2
Sharp damage)
Digger Alt Mode.
Alternate Effects: Grapple (↓1), Maneuver (↓1),
THREAT LEVEL: 13 Intimidating
SIZE: Large/Long/Long HEALTH: 19 Requirements: Bot or Ant Alt Mode Only
MOVEMENT: 30ft Ground/30ft Aerial (Bot Mode); Traits: Integrated, Silent
45ft Ground/45ft Underground (Digger Alt Mode); Ram (Driving): +d6, Reach (2 Blunt damage)
30ft Ground/15ft Underground (Alt Mode) Alternate Effects: Trip
STRENGTH: 10 SPEED: 12 Requirements: Digger Alt Mode Only; Move at least
SMARTS: 7 SOCIAL: 6 10ft before attacking
TOUGHNESS: 18 EVASION: 20 Traits: Integrated
WILLPOWER: 15 CLEVERNESS: 14
POWERS
SKILLS Eruption (1/Scene, Move): Inferno may dive
• Alertness +d6 • Persuasion +d6 underground if he isn’t there already, and then move
• Brawn (Force) +d8* • Streetwise +d6 up to 90ft, exploding from the earth at the end of his
• Conditioning +2 • Survival +d8 Movement. Inferno attacks all creatures within 30ft of
• Driving • Targeting (Fire) +d8* him with a Brawn Skill Test against their Toughness
(Underground) +d6* • Languages: Cybertronian or Evasion. Those hit suffer 2 Fire damage and are
• Initiative +d6 knocked Prone. The area affected by this Power
• Might +d6 benefits from his Burn, Burn, Burn! Perk.

PERKS For the Royalty! (3/Scene, Free): Inferno’s zealous


loyalty means he gives it his all when following his
Burn, Burn, Burn!: The Rough Terrain generated by leader. Until his next turn, Inferno gains an Edge on all
the Wrecker trait of the Inferno Flame Blaster, Inferno Skill Tests.
Rocket Launcher, or Inferno’s Eruption Power continues
to burn and deals 2 Fire damage to characters entering GEAR
or ending their turn on one of those spaces until the
Armor: Heavy Armor Matrix (+3 deflective to
end of the scene.
Toughness), Heat Shielding
Drone Mind: Inferno cannot suffer from the Frightened
Weapons: Inferno Flame Blaster/Rocket Launcher
Condition.
(Targeting medium element/projectile), Mandible
Heat Shielding: Inferno is resistant to Fire and Laser (Sharp integrated melee)
damage and reduces any incoming Fire or Laser
damage by 2 (minimum of 0). This power comes from HANG-UP
an Armor Upgrade. Singleminded: Inferno follows orders with no regard
Mode Conversion: Cybertronians spend a Standard for his own safety. Inferno suffers −2 to all Defenses at
action to convert between Bot Mode and Alt Mode. all times (already applied to stat block).
Weapon Swap: Inferno can only use the Inferno Flame
Blaster or the Inferno Rocket Launcher at once. He can
swap between them as a Free action.

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CHAPTER 6: PREDACONS

QUICKSTRIKE AT TACKS
Cobra Bite (Might): +d2, Reach ×2 (1
The Quantum Surge damaged Quickstrike’s Stasis Pod, Poison damage)
turning his aggressiveness up to the max. His need Alternate Effects: Intimidating
for violence brought him to Megatron’s side, despite Traits: Armor Piercing, Integrated, Poison, Silent
the lack of a Predacon shell program to change his Cobrahead Two-Shooter (Targeting): +d4*, Range
nature. Quick on the trigger, this Fuzor lives for the 30ft/60ft (1 Poison damage)
next shootout. Alternate Effects: Multiple Attacks (2, ↓2)
Traits: Integrated, Poison, Reload
GM Tips: Quickstrike lives for combat. He will not
retreat from a fight, and he will try to turn any social Serrated Pincer Strike (Might): +d2, Reach (1
interaction into a conflict. He doesn’t care if he is Sharp damage)
outmatched, outnumbered, or outsmarted; he won’t Alternate Effects: Grapple (↓1), Maneuver (↓1)
surrender until he is Defeated. Requirements: Alt Mode Only
Traits: Integrated, Silent
THREAT LEVEL: 1
SIZE: Common/Common HEALTH: 1 GEAR
MOVEMENT: 30ft Ground (Bot Mode); 30ft Ground Armor: Defense Matrix (+1 Toughness and Evasion)
(Alt Mode)
Weapons: Cobra Fangs (Might integrated melee),
STRENGTH: 2 SPEED: 4 Cobrahead Two-Shooter (Targeting sidearm element),
SMARTS: 1 SOCIAL: 1 Pincers ×2 (Might integrated melee)
TOUGHNESS: 13 EVASION: 15
WILLPOWER: 11 CLEVERNESS: 11 HANG-UPS
Quick to Violence: Quickstrike is single-minded in his
SKILLS passions. He has ↓1 on all Skill Tests that aren’t related
• Alertness +d2 to combat or violence.
• Deception +d2
• Initiative +d2 Short Temper: Quickstrike loses his temper easily. All
• Intimidation +d2 Skill Tests made to manipulate him through emotional
• Might +d2 goading gain an Edge.
• Targeting (Cobrahead Two-Shooter) +d4*
• Languages: Cybertronian

PERKS
Cybervenom Battery: Any target that suffers Poison
damage from Quickstrike suffers ↓1 on all Strength-
and Speed-based Skill Tests during their next turn.
Fast Conversion: Quickstrike can spend a Free action
to convert between Bot Mode and Alt Mode.
Quick Draw: Quickstrike has an Edge on all Initiative
Skill Tests.

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DEVIATION: Fast Conversion: Quickstrike can spend a Free action
to convert between Bot Mode and Alt Mode.

TRANSMETAL II Lone Rider: Quickstrike has a horse companion named

QUICKSTRIKE
Fang. When riding Fang in Bot Mode, Quickstrike can
move 60ft on his turn. If he rides Fang at least 30ft
toward an opponent, he can make a Lasso attack with
To demonstrate what NPCs might look like with ↑1 on the attack.
new Transmetal, Transmetal II, or other upgrades,
some characters (labeled Deviations) are given with Quick Draw: Quickstrike has an Edge on all Initiative
hypothetical upgrades and some story ideas for what Skill Tests.
might have brought this change about.
This Deviation presents what might happen if Megatron
AT TACKS
tested the Transmetal Drive on Quickstrike before Cobra Bite (Might): +d6, Reach ×2 (2
using it to create the new Dinobot. In this example, Poison damage)
the test was a success, granting Quickstrike a new, Alternate Effects: Intimidating
powerful body with which he could inflict more Traits: Armor Piercing, Integrated, Poison, Silent
violence. With his newfound intelligence he has trained Cobrahead Three-Shooter (Targeting): +d8*,
a horse as his companion, as he rides across the Range 60ft/120ft (1 Poison damage)
desert in search of his next victim. Alternate Effects: Multiple Attacks (3, ↓1)
Hands: 2
STORY HOOKS: Traits: Integrated, Poison, Reload
Duel at High Noon: Quickstrike has important information Lasso (Finesse): +d6*, Reach ×3, (1 Blunt damage
the player characters need; the only problem is, he refuses and Grappled)
to give it out. He’ll only share it with anyone that can defeat Hands: 1
him in a one-on-one duel. May the better shooter win! Traits: Blunt

Stampede: Quickstrike found a herd of Mammoths and has Serrated Pincer Strike (Might): +d6, Reach (1
Sharp damage)
begun the largest cattle drive in all of history. He’s leading
Alternate Effects: Grapple (↓1), Maneuver (↓1),
the herd straight toward the Maximal base. The mammoths
Multiple Attacks (2, ↓1)
must be steered away, and Quickstrike must be Defeated
Traits: Integrated, Silent
before the base is trampled by these massive creatures!
THREAT LEVEL: 12 POWER
SIZE: Common/Common HEALTH: 12 Six-Shooter (1/Scene, Standard): Quickstrike rapidly
MOVEMENT: 30ft Ground (Bot Mode); 30 ft Ground fires venom from his Cobrahead, making up to six
(Alt Mode) attacks with the weapon and ignoring its Reload trait.
STRENGTH: 7 SPEED: 15
SMARTS: 5 SOCIAL: 5 GEAR
TOUGHNESS: 19 EVASION: 25 Armor: Medium Armor Matrix (+2 deflective to
WILLPOWER: 15 CLEVERNESS: 15 Toughness)

SKILLS Weapons: Cobra Fangs (Might integrated melee),


• Alertness +d4 • Initiative +d8 Cobrahead Three-Shooter (Targeting sidearm element),
• Animal Handling (Pet) +d4* • Intimidation +d4 Pincers ×2 (Might integrated melee)
• Brawn +d4 • Might +d6
• Deception +d4 • Survival (Desert) +d4* HANG-UPS
• Finesse (Lasso) +d6* • Targeting (Cobrahead
• Infiltration +d4 Three-Shooter) +d8* Quick to Violence: Quickstrike is single-minded in his
• Languages: Cybertronian passions. He has ↓1 on all Skill Tests that aren’t related
PERKS to combat or violence.

Cybervenom Battery: Any target that suffers Poison Short Temper: Quickstrike loses his temper easily. All
damage from Quickstrike suffers ↓2 on all Strength- and Skill Tests made to manipulate him through emotional
Speed-based Skill Tests until the end of their next turn. goading gain an Edge.

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CHAPTER 6: PREDACONS

RAMPAGE
to the past, or to a remote location to acquire the
Energon needed to put an end to Rampage once and
for all. This could require breaking into Cybertronian
Once known as Protoform X, Rampage was originally vaults to acquire the maps and tools needed to
a Maximal project to create an immortal Spark. Their venture to the past, or to gain access to a remote lab.
attempts succeeded beyond their wildest dreams.
Escape from the Monster: The characters are locked
Rampage was subject to extreme experiments before
in the lab from which Rampage escapes. Every time
going on a destructive, well, rampage and destroying
they defeat him, he keeps coming back. Their only
many Cybertronians. He was captured and placed
hope is to escape the facility, leaving Rampage alone.
into a stasis pod until Megatron freed him and forcibly
Can they save the scientists, unlock the doors, and get
recruited him to the Predacons.
out before Rampage destroys them all? Can they lock
GM Tips: Rampage’s Immortal Spark allows him to fight the facility behind them, keeping Rampage’s power
the players multiple times in a single session. Feel free from escaping into the universe?
to change the time it takes for Rampage to get back up
THREAT LEVEL: 17
if you see a golden opportunity in the narrative for him
to return. SIZE: Huge/Huge/Extended HEALTH: 17
MOVEMENT: 40ft Ground (Bot Mode); 40ft
STORY HOOKS: Ground/20ft Aquatic (Crab Alt Mode); 60ft Ground
(Tank Alt Mode)
Destroy Rampage: Rampage’s Spark can only be
fully destroyed by raw Energon, a rarity since Earth’s STRENGTH: 12 SPEED: 11
prehistoric times. Characters may embark on a mission SMARTS: 9 SOCIAL: 8
TOUGHNESS: 26 EVASION: 21
WILLPOWER: 19 CLEVERNESS: 18

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SKILLS Ram (Driving): +d4*, Reach (1 Blunt damage)
Alternate Effects: Trip
• Alertness +d4
Requirements: Tank Alt Mode Only; Move at least 10
• Athletics (Swimming) +d4*
ft before attacking
• Brawn (Mettle) +d6*
Traits: Integrated
• Culture +d6
• Deception +d6 Reinforced Fist (Might): +d8, Reach (2
• Driving (Land) +d4* Blunt damage)
• Infiltration +d2 Alternate Effects: Maneuver (↓1), Trip
• Initiative +d6 Requirements: Bot Mode Only
• Intimidation (Frighten) +d6* Rocket Launcher (Targeting): +d10*, Range
• Might +d8 100ft/200ft; min 30ft (1 Sharp damage Blast:
• Persuasion +d4 20ft radius)
• Targeting (Rocket Launcher) +d10* Alternate Effects: Multiple Targets (3, ↓2)
• Languages: Cybertronian Hands: 2
Requirements: Bot Mode or Tank Alt Mode Only
PERKS Traits: Amphibious, Anti-Tank, Mounted, Reload,
All-Terrain Tread: Rampage ignores Rough Terrain Sharp, Wrecker
when in Tank Alt Mode.
POWERS
Immortal Spark: After being defeated, Rampage
recovers 10 Health after 1d10 minutes. Feel the Fear! (Free): Rampage’s callous cruelty
startles those around him. When Rampage damages
Mode Conversion: Cybertronians spend a Standard
creatures with his rocket launcher, he can make an
action to convert between Bot Mode and Alt Mode.
Intimidation Skill Test against each creature’s
Rapid Reload: Rampage is an expert in the operation Willpower within 60ft. Any creature hit suffers the
of his weapon. Reloading weapons with the Reload trait Frightened Condition for 2d2 turns. A Critical Success
is a Free action for him. inflicts 2 Psychic damage.
Scourge of Omicron: When making an Intimidation Maximum Power Blast (1/Scene, Free, Tank Alt
Skill Test by telling stories of his sordid past, Rampage Mode Only): Rampage can supercharge one of his
gains an Edge. Rocket Launcher missiles for extra damage. The next
Vicious Opponent: Rampage can make two attacks time he attacks with his Rocket Launcher the Blast
when he takes the Attack action. radius is increased to 100ft and the attack deals an
additional 3 Fire damage. Anyone damaged by the
AT TACKS attack is knocked Prone.
Magnetic Galva-Conductors (Brawn): +d6, Reach Pain Is My Companion (1/Scene, No action):
(2 Electric damage) Rampage has been subject to so much pain, he can
Alternate Effect: Grapple ignore it if he needs to. He can negate all damage and
Special Effect: Half the damage dealt is also dealt to effects from a single successful attack.
Rampage (Rounded up).
Traits: Electric, Integrated GEAR
Particle Rifles (Targeting): +d10, Range Armor: Heavy Armor Plating (+4 plating to Toughness)
150ft/600ft; min 30ft (1 Energy damage)
Weapons: Rocket launcher (Targeting medium
Alternate Effects: Multiple Targets (2, ↓1)
explosive), pincers ×2 (Might integrated melee),
Hands: 2
particle rifles ×2 (Targeting medium projectile)
Requirements: Bot Mode Only
Upgrades: Flashlight HANG-UP
Traits: Energy, Reload
Cruel: Rampage delights in causing pain. He will always
Pincer Strike (Might): +d8, Reach (1 Sharp damage)
move to be within 50ft of any opponent that is Prone
Alternate Effects: Grapple, Maneuver, Multiple
or Frightened if he can, and he always prioritizes
Targets (2, ↓1)
targeting such opponents, even if doing so would be a
Requirements: Crab Alt Mode Only
strategic error.
Traits: Integrated, Silent

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CHAPTER 6: PREDACONS

SCORPONOK SCORPONOK (BEAST WARS)


THREAT LEVEL: 4
(PREDACON) SIZE: Large/Long HEALTH: 7
A codebreaker from Cybertron, Scorponok is a true MOVEMENT: 30ft Ground (Bot Mode); 45ft Ground
believer in the Predacon cause, putting service to (Bot Mode)
Megatron before even his own safety. This unusually STRENGTH: 6 SPEED: 3
steadfast loyalty is likely why Megatron selected SMARTS: 3 SOCIAL: 2
Scorponok as his second in command, even if he is far TOUGHNESS: 18 EVASION: 13
from the sharpest arachnid around. His rare displays of WILLPOWER: 12 CLEVERNESS: 12
intelligence show in his work developing cyber viruses,
but even those can be imperfect. SKILLS
GM Tips: Scorponok’s talents may suggest employing • Athletics +d4
him as mere muscle against Maximal frontal attacks, • Brawn +d2
but don’t underestimate more subtle uses for him. His • Deception +d4
Cyber Bee Drone can serve as an excellent scout, and • Initiative +d2
his skill at codebreaking could allow him to decrypt • Intimidation +d2
important information or even hack Cybertronians with • Might +d4
a cybervirus. He can then take advantage of his kinetic • Survival +d2
missile to send a pursuing opponent flying, giving • Targeting +d4
• Technology +d4
himself more distance to make an escape.
• Languages: Cybertronian

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PERKS GEAR
Command Cyber Bee Scout: Scorponok can use the Armor: Medium Armor Matrix (+2 Toughness)
senses of his Cyber Bee Drone in place of his own, Other: Viro-Mine and Antidote, Cyber Bee Drone, Battle
allowing him to spy from a distance, and he can use Helmet (grants Night Vision Perk)
its Alertness score instead of his own if they are in the
same scene. HANG-UP
Mode Conversion: Cybertronians spend a Standard Subordinate: Scorponok struggles to think for himself
action to convert between Bot Mode and Alt Mode. when not following orders. He suffers ↓1 on any Skill
Night Vision: Scorponok’s battle helmet grants night Test that is not directly related to the mission or an
vision, and he suffers no lighting penalties on Skill Tests. order given by Megatron.

AT TACKS
Missile Blast (Targeting): +d4, Range 100ft/300ft;
DEVIATION:
min 20ft (1 Fire damage)
Alternate Effects: Push d4 × 5ft and knock Prone (↓1)
TRANSMETAL
Traits: Integrated, Wrecker
Scorpion Tail Strike (Might): +d4, Reach (1
SCORPONOK
Sharp damage) To demonstrate what NPCs might look like with
Alternate Effect: 1 Acid damage (↓1) new Transmetal, Transmetal II, or other upgrades,
Traits: Acid, Integrated some characters (labeled Deviations) are given with
Unarmed Combat (Might): +d4, Reach (1 Stun) hypothetical upgrades and some story ideas for what
Alternate Effects: 1 Blunt damage (↓1), Maneuver might have brought this change about.
(↓1) This Deviation presents what might happen if, shortly
Traits: Integrated, Martial Arts, Silent before falling into lava and meeting his apparent demise,
Scorponok was exposed to a Quantum Surge. Here is a
POWERS potential Transmetal form of Scorponok, who survived
Cyber Bee (1/Scene, Free): Scorponok can summon the lava through a resistance to heat and became far
a Cyber Bee Drone to spy on foes. He can only have 1 more powerful, even rivaling Transmetal Megatron in
Cyber Bee active at a time. The Cyber Bee Drone uses strength (though his loyalty remains unquestionable).
Heatseeker Drone stats (see Core Rulebook, p. 271), This version uses his Magma powers to control the
but remove its attack and increase its Alertness to +d4 battlefield, holding enemies in place with magma, while
and its Stealth to +d4. staying close to Megatron to keep him safe. Even if lured
Viro-Mine (1/Scene, Standard, Targeting vs away, his new thrusters grant him the ability to fly back
Willpower): Scorponok launches a specially concocted onto the battlefield.
cyber virus at a target Cybertronian within 100ft. If the THREAT LEVEL: 8
attack is successful, the target gains the Frightened SIZE: Huge/Extended HEALTH: 12
Condition until they find a way to cure it, either with
MOVEMENT: 30ft Ground (Bot Mode); 30ft
a DIF 16 Science or Technology Skill Test or by
Ground/20ft Aerial (Alt Mode)
getting the antidote from Scorponok. Once the virus
is cured (or if the target is immune to the Frightened STRENGTH: 11 SPEED: 6
Condition), the secondary effect activates with a second SMARTS: 3 SOCIAL: 2
Targeting Skill Test versus Willpower. If the attack TOUGHNESS: 23 EVASION: 16
hits, the target is overwhelmed by an uncontrollable WILLPOWER: 13 CLEVERNESS: 12
rage that grants them ↑1 on Strength and Speed Skill
Tests, and they must attack nearby creatures, items, SKILLS
and environments. The rage lasts until the antidote • Athletics +d6 • Survival +d2
is applied or the target is cured with a second DIF 16 • Brawn +d6 • Targeting (Missiles) +d6*
Science or Technology Skill Test. • Conditioning +1 • Technology +d4
• Deception +d4 • Languages: Cybertronian
Once an antidote is found, the DIF for this Skill Test to
• Initiative +d4
cure infection is reduced by 3 for each time it’s cured.
• Intimidation +d4
• Might +d6

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CHAPTER 6: PREDACONS

PERKS POWERS
Mode Conversion: Cybertronians spend a Standard Magma Gel (3/Scene, Standard): Scorponok makes
action to convert between Bot Mode and Alt Mode. an Athletics Skill Test against the Evasion of all
targets in an area 30ft long × 15ft wide directly in front
Night Vision: Scorponok’s battle helmet grants night
of him. Any creatures hit suffer 1 Fire damage and are
vision, and he suffers no lighting penalties on Skill Tests.
Restrained by solidifying magma until they succeed at
Volcano Reborn: After surviving the scorching magma, a DIF 18 Brawn Skill Test or until it wears off at the
Scorponok is Immune to Fire damage and intense beginning of Scorponok’s next turn. When it wears off, it
environmental heat. He also no longer needs to breathe deals another 1 Fire damage.
air to survive.
Protect Megatron (1/Scene, Move): When standing
AT TACKS adjacent to Megatron or someone Megatron commands
him to protect, Scorponok can take a bodyguard stance
Magma Missile Blast (Targeting): +d6*, Range
over that target. Until his next turn starts, when his
100ft/300ft; min 20ft (1 Fire damage)
adjacent bodyguarded target is attacked against their
Alternate Effect: Push d4×5ft and knock Prone (↓1)
Toughness or Evasion Defense, Scorponok may swap
Special Effect: On a miss, lava fills a 5ft×5ft area
places with them and take the hit for them, now against
under the target for 1 turn. Any creature who enters
Scorponok’s Toughness or Evasion Defense instead.
or ends their turn there suffers 1 Fire damage.
Traits: Fire, Integrated, Wrecker
GEAR
Scorpion Burning Tail Strike (Might): +d6, Reach (2
Sharp damage) Armor: Medium Armor (+2 deflective to Toughness)
Alternate Effect: 1 Acid or 1 Fire damage (↓1) Other: Battle helmet (grants Night Vision Perk)
Traits: Acid, Fire, Integrated
Unarmed Combat (Might): +d6, Reach (1 Stun)
HANG-UP
Alternate Effects: 1 Blunt damage (↓1), Maneuver (↓1) Subordinate: Scorponok struggles to think for himself
Traits: Integrated, Martial Arts, Silent when not following orders. He suffers ↓1 on any Skill
Test that is not directly related to the mission or an
order given by Megatron.

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SKOLD Predacons, especially if they are aware of how they
treat her, she will be unlikely to trust any Maximals
Skold is an extraordinarily strong Cybertronian, but due to her history. It will take significant effort from the
despite being able to punch through solid duranium, players, perhaps multiple sessions, before she even
she has a surprisingly sensitive soul. Driven to the considers such a turn. Despite that, she does show
Predacon cause after Maximal bigotry quashed her empathy for those who treat her kindly.
dreams of being an artist, she endures a great amount
of emotional abuse from her team, who belittle and
SKOLD
bully her for fear of the threat she might pose if she THREAT LEVEL: 4
had a modicum of self-esteem to take advantage of SIZE: Large/Long HEALTH: 6
her power.
MOVEMENT: 30ft Ground; 20ft Ground/45 Aquatic
GM Tips: Skold is a dangerous melee combatant both (Alt Mode)
on land and in the water, where her Alt Mode gives her STRENGTH: 6 SPEED: 2
greater mobility. In a fight, her first moves are to tear SMARTS: 4 SOCIAL: 2
away any shields or break any objects the opponent
TOUGHNESS: 19 EVASION: 12
might be using to defend themselves so that her
WILLPOWER: 14 CLEVERNESS: 12
horrifically powerful strikes have greater effect.
While players may try to turn Skold against her fellow

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CHAPTER 6: PREDACONS

SKILLS HANG-UPS
• Alertness +d4 Low Self-Esteem: When belittled or by herself,
• Athletics +d2 Skold suffers ↓1 to all Skill Tests until the end of her
• Brawn +d6 next turn.
• Culture +d4
• Initiative +d2 Repressed Rage: When one of her few close friends
• Might +d4 (i.e. someone who treats her well, not necessarily
• Targeting +d2 a teammate) is hurt, she will focus her attacks
• Languages: Cybertronian on whoever hurt them until they are Defeated or
destroyed.
PERKS
Mode Conversion: Cybertronians spend a Standard Contact: Skold
action to convert between Bot Mode and Alt Mode.
An incredibly powerful and kind Predacon, Skold
Hard Shell: Skold is covered in an incredibly durable will help those she sees as worthy of her aid.
shell. The first time she takes damage each round, that
damage is halved (round down).
Allegiance Points: 3

AT TACKS CONTACT PERKS


Ripper Claws (Might): +d4, Reach (1 Sharp damage) I’ll Help (1 Allegiance Point): Skold heals a
Alternate Effects: Disarm target of 1 wielded character for 1 Health.
weapon, object, or shield (↓1) Impenetrable Armor (2 Allegiance Points): Skold
Traits: Anti-Tank, Integrated, Multi-Weapon (2),
grants an ally +1 to all Defenses until her
Sharp, Silent
next turn.
Tail Blaster (Targeting): +d2, Range 25ft/80ft (1
Sharp damage) Rip ‘Em Apart (3 Allegiance Points): Skold deals 5
Hands: 1 Blunt damage to one enemy.
Traits: Blaster
Requirements: Bot Mode Only CONTACT HANG-UP
Unarmed Combat (Might): +d4, Reach (1 Stun) Loyal To Her Commander: Skold is a loyal
Alternate Effects: 1 Blunt damage (↓1), Maneuver Predacon. She makes exceptions only to help
(↓1) her friends. Thus, she only aids one character as
Traits: Integrated a Contact.

POWERS
Focus on Target (2/Scene, Free): Skold turns her
fury onto a single target. Her attacks against that
target gain an Edge this turn, but all attacks targeting
Skold gain ↑1.
Punch through Duranium (3/Scene, Standard):
Skold can tear apart non-sentient objects, attacking
them with her Ripper Claws When she attacks an
object, she treats their Toughness as half (round up).

GEAR
Armor: Heavy Armor Matrix (+3 Toughness)
Weapons: Ripper Claws (Might integrated melee), Tail
Blaster (Targeting sidearm projectile)

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TARANTULAS even when Tarantulas is Unconscious or Defeated.

Wall Crawler: When in Alt Mode Tarantulas doesn’t


A ruthless, reclusive scientist, Tarantulas is feared
need to make an Athletics Skill Test to walk on walls or
among his own Predacons for his depravity, even as
an Acrobatics Skill Test to stay balanced on a narrow
they reluctantly take advantage of his intelligence. He
platform, unless in an opposed Skill Test with another
spins a web of schemes within schemes in his private
character.
lab to further his own agenda, as well as that of his
true masters, the Tripredacus Council. His naturally
distrustful nature keeps even those who would be
AT TACKS
his allies at arm’s length, making it hard for anyone to Machine Gun Limbs (Targeting): +d4, Range
discover what the arachnid is truly planning. 40ft/160ft (1 Sharp damage)
Alternate Effects: 1 Sharp damage – Multiple Targets
GM Tips: Tarantulas can be used for any number of
(2, 20ft cone, ↓1)
plans, as his wide range of scientific know-how allows
Requirements: Bot Mode Only
him to create all manner of dangerous weapons to use
Traits: Ballistic, Integrated, Reload
on the PCs. In battle, Tarantulas is more likely to use
debilitating Conditions against an opponent, poisoning Venom Fangs (Finesse): +d2, Reach (1
them or restraining them in webs, to extend their Poison damage)
suffering before going in for the kill. In his Transmetal Alternate Effects: 1 Stun
form he has other minions and inventions ready to go, so Traits: Integrated, Poison, Silent
do not assume even alone he’s unprotected.
POWERS
For potential stories, you can delve into the theory that
Spider Spear (1/Scene, Standard, Targeting vs
Tarantulas might be descended from Unicron, and he
Evasion): Tarantulas launches a spear at a target
may be enacting the terrifying godlike being’s whims
within 60ft. On a hit, the target is impaled by the spear
across time.
and is Grappled until they succeed at a DIF 14 Brawn
TARANTULAS Skill Test. Tarantulas can spend a Free action to
move the Grappled target 30ft towards him. A Critical
THREAT LEVEL: 4 Success inflicts 1 Poison damage.
SIZE: Large/Long HEALTH: 3
Web Blast (3/Scene, Standard, Targeting vs
MOVEMENT: 30ft Ground (Bot Mode); 45ft Ground Evasion): Tarantulas fires a cyber web attack that
(Alt Mode) targets everything in a 60ft-long Cone that is 15ft wide
STRENGTH: 2 SPEED: 4 at its end, originating from Tarantulas. If the attack
SMARTS: 6 SOCIAL: 4 is successful, the target is webbed up, becoming
TOUGHNESS: 13 EVASION: 14 Immobilized, Impaired, and Restrained for 1d2 turns.
WILLPOWER: 16 CLEVERNESS: 14
GEAR
SKILLS Armor: Light Armor Matrix (+1 deflective to Toughness)
• Alertness +d2 Weapons: Machine Gun Limbs (Targeting integrated
• Deception +d4 • Intimidation +d4 projectile), Spider Spear (Brawn integrated projectile),
• Finesse +d2 • Science +d6 Venomous Fangs (Finesse integrated melee)
• Initiative +d2 • Targeting +d4
• Infiltration +d4 • Technology +d4 Other: Secret Lab
• Languages: Cybertronian
PERKS HANG-UPS
Mode Conversion: Cybertronians spend a Standard Feed on the Weak: Tarantulas can’t resist going after
action to convert between Bot Mode and Alt Mode. the most vulnerable of targets, preferring those with
the most Conditions or those with the lowest Health.
Torturer: When interrogating a Restrained individual,
Untrustworthy: Tarantulas is known to be deceitful
Tarantulas may use Science instead of Intimidation to
and has ↓1 to all tests to get others to trust him or
coerce information out of them.
follow his lead.
Terrifying Mind: Anyone attempting to hack,
telepathically control, or otherwise interface with
Tarantulas’ mind takes 2 Psychic damage. This applies

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CHAPTER 6: PREDACONS

TARANTULAS

TARANTULAS part of the same action.

(TRANSMETAL) Torturer: When interrogating a Restrained individual,


Tarantulas may use Science instead of Intimidation to
coerce information out of them.
THREAT LEVEL: 8
Terrifying Mind: Anyone attempting to hack,
SIZE: Huge/Extended HEALTH: 8
telepathically control, or otherwise interface with
MOVEMENT: 30ft Ground (Bot Mode); 45ft Ground Tarantulas’ mind takes 2 Psychic damage. This applies
(Alt Mode) even when Tarantulas is Unconscious or Defeated.
STRENGTH: 4 SPEED: 6 Wall Crawler: When in Alt Mode Tarantulas doesn’t
SMARTS: 10 SOCIAL: 4
need to make an Athletics Skill Test to walk on walls
TOUGHNESS: 16 EVASION: 16 or an Acrobatics Skill Test to stay balanced on a
WILLPOWER: 20 CLEVERNESS: 16 narrow platform, unless in an opposed Skill Test with
another character.
SKILLS
• Alertness +d4 • Intimidation +d4 AT TACKS
• Conditioning +2 • Science +d8 Machine Gun Limbs (Targeting): +d4, Range
• Deception +d4 • Targeting (Web) +d6* 40ft/160ft (1 Sharp damage)
• Finesse +d2 • Technology +d8 Alternate Effects: 1 Sharp damage – Multiple Targets
• Initiative +d2 • Languages: Cybertronian (2, 20ft cone, ↓1)
• Infiltration +d2 Requirements: Bot Mode Only
Traits: Ballistic, Integrated
PERKS
Venom Fangs (Finesse): +d2, Reach (1
Aggressive Mode Conversion: Cybertronians spend Poison damage)
a Standard action to convert between Bot Mode and Alternate Effects: 1 Stun
Alt Mode. When converting from Bot Mode to Alt Mode, Traits: Integrated, Poison, Silent
Tarantulas can attack with his Machine Gun Limbs as

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POWERS EXPERIMENT ZT-OMEGA
Reveal Experiment (1/Scene, Standard): Tarantulas THREAT LEVEL: 5
can reveal a minion he’s created that’s been hiding until SIZE: Huge HEALTH: 7
this moment, summoning a creation with a TL no higher
MOVEMENT: 30ft Ground
than 5. An example minion is Experiment ZT-Omega
listed below, but these stats can be substituted for STRENGTH: 7 SPEED: 6
other creatures. SMARTS: 2 SOCIAL: 1

Spider Spear (1/Scene, Standard, Targeting vs TOUGHNESS: 16 EVASION: 16


WILLPOWER: 12 CLEVERNESS: 12
Evasion): Tarantulas launches a spear at a target
within 60ft. On a hit, the target is impaled by the spear SKILLS
and is Grappled until they succeed at a DIF 14 Brawn
Skill Test. Tarantulas can spend a Free action to • Alertness +d4
move the Grappled target 30ft towards him. A Critical • Brawn +d4
• Conditioning +1
Success inflicts 1 Poison damage.
• Deception +d2
Web Blast (3/Scene, Standard, Targeting vs • Infiltration (Stealth) +d6*
Evasion): Tarantulas fires a cyber web attack that • Initiative +d4
targets everything in a 60ft-long Cone that is 15ft wide • Intimidation +d4
at its end, originating from Tarantulas. If the attack • Might +d4
is successful, the target is webbed up, becoming • Languages: Understands Cybertronian,
Immobilized, Impaired, and Restrained for 1d2 turns. doesn’t speak

GEAR PERKS
Armor: Custom Medium Psionic Armor Matrix (+2 Feels No Pain: As a Sparkless being, Experiment
Toughness, +2 Cleverness) ZT-Omega is Immune to being Stunned or Poisoned. It
also no longer needs to feed or sleep.
Weapons: Machine Gun Limbs (Targeting integrated
projectile), Spider Spear (Brawn integrated projectile), AT TACKS
Venomous Fangs (Finesse integrated melee)
Grasping Claws of the Sparkless (Might): Reach
Other: Hidden Lab, Secret Minion Research (1 Blunt damage)
Alternate Effect: Target is Grappled until they
HANG-UPS succeed at a DIF 16 Brawn Skill Test.
Feed on the Weak: Tarantulas can’t resist going after Hands: 2
the most vulnerable of targets, preferring those with Traits: Anti-Armor, Multi-Weapon (2), Silent
the most Conditions or those with the lowest Health.
POWERS
Untrustworthy: Tarantulas is known to be deceitful
and has ↓1 to all tests to get others to trust him or Feed on Energon (3/Scene, Standard, Might versus
follow his lead. Willpower): Any Cybertronian grappled by Experiment
ZT-Omega is drained of 1d2 Energon. The target doesn’t

EXPERIMENT
have any Energon to feed on, it takes 1d2 Strength
Essence damage.

ZT-OMEGA HANG-UP
Tarantulas’ experiments on the bodies of Cybertronians Sparkless Undead: Experiment ZT-Omega cannot
sometimes prove fruitful, such as Experiment think for itself and must be commanded by Tarantulas
ZT-Omega, a powerful Energon-hungry servant formed (which costs a Free action); otherwise, it will just
from the corpse of Terrorsaur. These stats could also repeat its last action. If no action is given, it will hunt
be used to represent other zombie Cybertronians, such the closest source of Energon that is not Tarantulas or
as the Ex-Bots or the Sparkless. someone declared off the menu by its master.

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CHAPTER 6: PREDACONS

TERRORSAUR AT TACKS
Fearsome Voice (Intimidation vs. Willpower):
Brash and direct, with a heavy dose of somewhat well- +d6, Range 20ft/60ft (1 Stun)
earned arrogance, Terrorsaur is a force to be reckoned Requirements: This attack can only be used against
with on the battlefield, attacking from above while a target that can hear Terrorsaur’s voice.
screaming his favorite phrase, “Terrorsaur Terrorize!” Special Effects: Target is Frightened until the end of
He has been much less successful in his attempts to their next turn.
scheme against Megatron, and while he believes that Traits: Element (Sonic), Integrated
he is the best choice to lead the Predacons, thus far Heavy Laser Pistol (Targeting): +d6, Range
his plans have always been thwarted. 40ft/100ft (2 Laser damage)
Alternate Effects: 1 Electric damage - Multiple
THREAT LEVEL: 9
Targets (2, 25ft radius, ↓1)
SIZE: Large/Long HEALTH: 10 Hands: 1
MOVEMENT: 30ft Ground/30ft Aerial (Bot Mode); Traits: Computerized, Laser, Reload
30ft Ground/30ft Aerial (Alt Mode) Unarmed Combat (Might): +d4, Reach, 1 Stun
STRENGTH: 6 SPEED: 9 Alternate Effects: 1 Blunt damage (↓1), Maneuver (↓1)
SMARTS: 4 SOCIAL: 5 Traits: Blunt, Integrated, Martial Arts, Silent
TOUGHNESS: 18 EVASION: 19 Warblades (Targeting): +d4, Reach (1
WILLPOWER: 14 CLEVERNESS: 15 Sharp damage)
Alternate Effects: 1 Sharp damage – Multiple Targets
SKILLS (2, Reach, ↓1), 1 Sharp damage – Multiple Targets (3,
• Acrobatics +d4 Reach, ↓3)
• Alertness +d4 Special Effects: Inflicts 1 additional damage against
• Conditioning +1 any target suffering from a Condition
• Deception +d6 Hands: 1
• Finesse +d4 Traits: Intimidating, Martial Arts, Sharp, Silent,
• Initiative +d4 Vicious Edges
• Intimidation +d6
• Might +d4 POWERS
• Targeting +d6
Terrorsaur Terrorize (1/Scene, Move): Terrorsaur’s
• Technology +d4
signature cry strikes fear at the heart of his
• Streetwise +d4
• Languages: Cybertronian, English enemies, disrupting their plans. Terrorsaur attacks
all creatures within 50ft who can hear his voice with
PERKS an Intimidation Skill Test against their Willpower.
Those hit suffer 1 Sonic damage and have a Snag on
Aerial Superiority: When Terrorsaur attacks
the next Skill Test they make against Terrorsaur.
from higher ground, he gains an Edge as well as ↑1
on attacks. GEAR
Do As I Say: Terrorsaur can spend an Energon Point Armor: Medium armor matrix (+2 deflective to
and attempt an Intimidation Skill Test against the Toughness)
Willpower Defense of a target whose level is equal to
or lower than his. On a success, the target must follow Weapons: Heavy laser pistol (Targeting sidearm
a single short command given by Terrorsaur that can element), 2 Warblades (Might medium melee)
be accomplished with a Move action and does not put
the target in lethal harm’s way or violate one of the
HANG-UP
target’s core beliefs. They follow this command for 3 Foiled Again: Terrorsaur can become demoralized at
rounds or until it is accomplished. the disruption of another one of his plans. Whenever
a foe rolls a Critical Success on an Attack Skill Test
Mode Conversion: Cybertronians spend a Standard
while targeting him or he rolls a Fumble while being
action to convert between Bot Mode and Alt Mode.
witnessed by an ally, he is Impaired for 1 round as he
attempts to recover.

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CHAPTER 6: PREDACONS

DEVIATION: AT TACKS
Fearsome Voice (Intimidation vs. Willpower):
TERRORSAUR +d6, Range 20ft/60ft (1 Stun)
Requirements: This attack can only be used against

(TRANSMETAL) a target that can hear Terrorsaur’s voice.


Special Effects: Target is Frightened until the end of
The Transmetal version of Terrorsaur was no less a their next turn.
schemer than the original and retained most of the Traits: Element (Sonic), Integrated
same abilities, while gaining speed, strength, and a Heavy Laser Pistol (Targeting): +d6, Range
new vehicle mode that included jetpacks, allowing 40ft/100ft (2 Laser damage)
him faster movement through the air (which he Alternate Effects: 1 Electric damage - Multiple
exploited by crashing full-speed into his targets to Targets (2, 25ft radius, ↓1)
destroy them). Hands: 1
Traits: Computerized, Laser, Reload
THREAT LEVEL: 11
Unarmed Combat (Might): +d4, Reach 1 Stun
SIZE: Large/Long HEALTH: 12
Alternate Effects: 1 Blunt damage (↓1), Maneuver
MOVEMENT: 30ft Ground/30ft Aerial (Bot (↓1)
Mode); 30ft Ground/30ft Aerial (Alt Mode); 30ft Traits: Blunt, Integrated, Martial Arts, Silent
Ground/50ft Aerial (Vehicle Mode)
Warblades (Targeting): +d4, Reach (1
STRENGTH: 8 SPEED: 10 Sharp damage)
SMARTS: 4 SOCIAL: 5
Alternate Effects: 1 Sharp damage – Multiple Targets
TOUGHNESS: 18 EVASION: 20 (2, Reach, ↓1), 1 Sharp damage – Multiple Targets (3,
WILLPOWER: 14 CLEVERNESS: 15 Reach, ↓3)
Special Effects: Inflicts 1 additional damage against
SKILLS any target suffering from a Condition
• Acrobatics +d6 Hands: 1
• Alertness +d4 Traits: Intimidating, Martial Arts, Sharp, Silent,
• Brawn +d4 Vicious Edges
• Conditioning +1
• Deception +d6 POWERS
• Finesse +d4
Dive Bomb Strike (1/Scene, Standard): Transmetal
• Initiative +d4
Terrorsaur is willing to sacrifice his own body to harm
• Intimidation +d8
a target. After rolling a Fumble or suffering a Critical
• Might +d4
• Targeting +d6 Success on an attack by a target within 100ft, he
• Technology +d4 launches himself at them, dealing 3 Blunt damage to
• Streetwise +d4 the target for every 1 Blunt damage he is willing to
• Languages: Cybertronian, English take himself.

PERKS GEAR
Do As I Say: Transmetal Terrorsaur can spend an Armor: Medium armor matrix (+2 deflective to
Energon Point and attempt an Intimidation Skill Test Toughness)
against the Willpower Defense of a target whose Weapons: Heavy laser pistol (Targeting sidearm
level is equal to or lower than his. On a success, the element), 2× Warblades (Might medium melee)
target must follow a single short command given by
Terrorsaur that can be accomplished with a Move HANG-UP
action and does not put the target in lethal harm’s way
Foiled Again: Transmetal Terrorsaur is demoralized
or violate one of the target’s core beliefs. They follow
when his plans are disrupted. Whenever a foe rolls a
this command for 4 rounds or until it is accomplished.
Critical Success on an Attack Skill Test while targeting
Mode Conversion: Cybertronians spend a Standard him or he rolls a Fumble while being witnessed by
action to convert between Bot Mode and Alt Mode. an ally, he is Impaired for 1 round as he attempts
to recover.

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WASPINATOR AT TACKS
Stinger (Targeting): +d6, Range 25ft/80ft (1
If something can go wrong for the Insecticon Electric damage)
Waspinator, it probably will, but he can inflict serious Alternate Effects: 1 Electric damage - Multiple
damage before he is inevitably exploded, crushed, or Targets (2, 25ft radius, ↓1)
blasted into pieces. Impressively, Waspinator always Hands: 1
manages to reconstitute himself, with a longevity and Requirements: Bot Mode Only
durability that make him seem almost immortal. When Traits: Ballistic, Electric, Sidearm
on the move, he often talks to himself, using a buzzlike Unarmed Combat (Might): +d2, Reach
voice that is heavy on both the zzzzs and a dose of Alternate Effects: 1 Blunt damage (↓1), Maneuver
self-pity, but he’s always willing to be part of the next (↓1)
Predacon scheme, even if it means putting his body on Traits: Blunt, Integrated, Martial Arts, Silent
the line once again. Wing Launchers (Targeting): +d6, Range
THREAT LEVEL: 8 150ft/300ft; min 30ft (1 Energy damage)
Alternate Effects: 2 Energy damage (↓1)
SIZE: Large/Long HEALTH: 13
Hands: 2
MOVEMENT: 30ft Ground/30ft Aerial (Bot Mode); Traits: Energy, Integrated
30ft Ground/40ft Aerial (Alt Mode)
STRENGTH: 8 SPEED: 6 POWERS
SMARTS: 4 SOCIAL: 4
Salvage Waspinator (1/Scene): Waspinator has
TOUGHNESS: 22 EVASION: 16 an uncanny ability to put himself back together, no
WILLPOWER: 14 CLEVERNESS: 14 matter what he’s been through. When Defeated, he can
restore his Health with a 1d6 roll, immediately regaining
SKILLS the result in Health and ending his Defeated status.
• Acrobatics +d4
• Athletics +d4 GEAR
• Conditioning +5
Armor: Medium armor matrix (+2 deflective to
• Deception (Distraction) +d4*
Toughness)
• Initiative +d2
• Might +d2 Weapons: Stinger (Targeting sidearm electric), Wing
• Persuasion +d2 Launchers (Targeting integrated energy)
• Survival +d4
• Targeting +d6 HANG-UP
• Technology +d4 Universe Hate Waspinator: Waspinator is nearly
• Languages: Cybertronian, Insecticon, English always in the wrong place at just the right time to get
injured. He takes a −2 penalty to Evasion any time he is
PERKS within 50ft of an attacker.
Energon Manipulator: Aside from their ability
to locate and gather Energon from objects they
devour, Insecticons can also regenerate lost Health
by devouring targets with Energon inside of them.
By destroying an object containing Energon or by
Defeating any Cybertronian, they immediately regain
1d2 lost Health.
Insecticon: A strain of Cybertronians that can trace its
lineage back to the ancient swarms, Insecticons add
an Aerial Movement type that is 10ft faster than their
Ground Movement, have 2 points of armor bonus to
their Toughness, and have a permanent ↑2 to Brawn in
their Alt Modes.
Mode Conversion: Cybertronians spend a Standard
action to convert between Bot Mode and Alt Mode.

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CHAPTER 6: PREDACONS

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MEGATRON AT TACKS
Bite (Might): +d8*, Reach (1 Sharp damage)
(PREDACON) Alternate Effects: Maneuver (↓1), Grapple (↓1), Add 1
damage (↓1)
Leader of the Predacons in the Beast Wars, Megatron is Traits: Integrated, Sharp, Silent
cunning, calculating, and above all, ambitious. His plans Heavy Particle Rifle (Targeting): +d8*, Range
encompass the conquest of all Cybertron, and he will not 150ft/600ft; min 30ft (1 Energy damage)
rest until he has surpassed his namesake from the Great Alternate Effects: 2 Energy damage (↓1), 3 Energy
War, no matter what the Tripredacus Council thinks. damage (↓2)
Hands: 1
GM Tips: Megatron’s Unmatched Schemer and Villainous Requirements: Bot Mode Only
Sabotage Powers in his Transmetal forms can be Traits: Energy, Integrated, Mounted, Reload
extremely powerful in the right circumstances; be sure to
Tail Rocket Launcher (Targeting): +d8, Range
play them up when he uses them. If you can, describe how
100ft/200ft/min. 30ft (1 Sharp damage, Blast:
he plotted ahead of time for just this moment, arrogantly 20ft radius)
gloating about how he outsmarted his opponents. Hands: 1
THREAT LEVEL: 10 Requirements: Bot Mode Only
Traits: Anti-Tank, Consumable,
SIZE: Large/Long HEALTH: 11 Mounted, Reload,
MOVEMENT: 30ft Ground (Bot Mode); 30ft Ground Sharp, Wrecker
(Alt Mode)
STRENGTH: 7 SPEED: 6 POWERS
SMARTS: 7 SOCIAL: 6 Unmatched Schemer (1/Scene, Free): Whether it be
TOUGHNESS: 18 EVASION: 16 through the knowledge of the future the Golden
WILLPOWER: 17 CLEVERNESS: 16

SKILLS
• Alertness +d4
• Conditioning +1
• Culture (Classified Intel) +d8*
• Deception +d6
• Initiative +d4
• Intimidation +d6
• Might (Bite) +d8*
• Persuasion +d6
• Targeting (Heavy Particle Rifle) +d8*
• Languages: Cybertronian

PERKS
Clues from the Golden Disks: Megatron has an
Edge on all Culture Skill Tests related to History.

Mode Conversion: Cybertronians spend a


Standard action to convert between Bot Mode
and Alt Mode.

Tail Shield: Megatron has +3 Toughness


and Evasion while in Bot Mode and
holding his tail shield.

Vicious Opponent: Megatron can


attack twice when he takes the Attack
action. In addition, he can use three Free actions to Bite an
additional time.

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CHAPTER 6: PREDACONS

Disks grant him or through his own cunning plans, AT TACKS


Megatron always manages to make things go his way.
Bite (Might): +d8*, Reach (2 Sharp damage)
Megatron automatically succeeds on his next Skill Test.
Alternate Effects: Maneuver (↓1), Grapple (↓1), Add 1
GEAR damage (↓1)
Requirements: Alt Mode Only
Armor: Light Armor Matrix (+1 Toughness), tail Traits: Integrated, Silent
rocket launcher shield (+3 to Toughness and Evasion
Flyby (Driving): +d4, Reach (1 Blunt damage)
while held)
Alternate Effects: Maneuver
Weapons: Dinosaur Head (Medium integrated melee), Requirements: Alt Mode Only; Move at least 10ft
Heavy Particle Rifle (Targeting heavy projectile), Tail before attacking
Rocket Launcher (see shield; Targeting heavy explosive) Traits: Integrated

HANG-UP Heavy Particle Rifle (Targeting): +d8*, Range


150ft/600ft; min 30ft (2 Energy damage)
Naked Ambition: Megatron doesn’t settle for good Alternate Effects: 3 Energy damage (↓1), 4 Energy
enough. He requires perfection. He refuses to make damage (↓2),
attacks that will deal a mere 1 total damage. Hands: 1
Requirements: Bot Mode Only

MEGATRON Traits: Energy, Mounted, Reload


Tail Whip (Might): +d8, Reach ×3 (2 Sharp damage)
(TRANSMETAL) Alternate Effects: Maneuver (↓1), Grapple (↓1), Add 1
damage (↓1)
A quantum surge during the Beast Wars changed Requirements: Bot Mode Only
several Cybertronians into Transmetal forms. Megatron Traits: Integrated, Silent
gained the ability to fly in this event. Thruster Blast (Targeting): +d8, Range 15ft (3
THREAT LEVEL: 15 Energy damage Blast: 15ft cone)
Special Effects: Targets hit by this attack are
SIZE: Large/Long HEALTH: 18
pushed 15ft back and knocked Prone
MOVEMENT: 30ft Ground/30ft Aerial (Bot Mode); Requirements: Bot Mode Only
30ft Ground/45ft Aerial (Alt Mode) Traits: Energy, Integrated
STRENGTH: 10 SPEED: 8
SMARTS: 10 SOCIAL: 8 POWERS
TOUGHNESS: 22 EVASION: 18 Unmatched Schemer (1/Scene, Free): Whether it be
WILLPOWER: 20 CLEVERNESS: 18 through the knowledge of the future the golden discs
grant him or through his own cunning plans, Megatron
SKILLS always manages to make things go his way. Megatron
• Alertness • Intimidation +d6 automatically succeeds on his next Skill Test.
(Investigation) +d6* • Might (Bite) +d8*
Villainous Sabotage (1/Scene, Free): Likewise,
• Conditioning +3 • Persuasion +d8
Megatron’s plans upon plans also involve making his
• Culture • Targeting (Heavy Particle
(Classified Intel) +d8* Rifle) +d8* opponents fail. A character of Megatron’s choice fails a
• Deception +d8 • Languages: Cybertronian Skill Test.
• Driving +d4
• Initiative +d4
GEAR
Armor: Medium Armor Matrix (+2 Toughness)
PERKS
Weapons: Dinosaur Head (Might integrated melee),
Mode Conversion: Cybertronians spend a Standard
Heavy Particle Rifle (Targeting heavy projectile)
action to convert between Bot Mode and Alt Mode.
Secrets of the Golden Disks: Megatron has an Edge Gear: Thrusters
on all Culture Skill Tests.
Vicious Opponent: Megatron can attack three times HANG-UPS
when he takes the Attack action. In addition, he can I Can Suffer Your Treachery…: Megatron ultimately
use three Free actions to Bite an additional time. finds himself surrounded by those who would usurp his

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position and must keep an eye out for their betrayal. AT TACKS
He has ↓2 on Alertness and Initiative tests when his
Bite (Might): +d10*, Reach (2 Sharp damage)
underlings are nearby.
Alternate Effects: Maneuver (↓1), Grapple (↓1), Add 1
… But Not Your Incompetence!: If one of Megatron’s Fire damage (↓1), Add 1 Cold damage (↓1)
allies Fumbles in his presence, Megatron spends a Free Traits: Cold, Fire, Integrated, Silent
action berating them on his next turn, giving them a Dragon’s Breath (Targeting): +d10*, Range
Snag on their next attack. 100ft/300ft (3 Fire damage)
Alternate Effects: Deal Cold damage instead, 3 Fire
MEGATRON damage Blast: 30ft cone (↓1)
Traits: Cold, Fire, Integrated
(TRANSMETAL II) Flyby (Driving): +d4, Reach (2 Blunt damage)
Alternate Effects: Maneuver
Megatron temporarily combined his Spark with that Requirements: Alt Mode Only; Move at least 10ft
of his namesake, the Decepticon leader Megatron. before attacking
In so doing, his body was reborn in fire with a new Traits: Integrated
Dragon Alt Mode.
POWERS
THREAT LEVEL: 20
Megatron does not yield! HE CONQUERS! (1/Scene,
SIZE: Huge/Extended HEALTH: 23
Standard): If Megatron is afflicted by any negative
MOVEMENT: 40ft Ground/40ft Aerial (Bot Mode); Conditions, those Conditions end. He makes a single
40ft Ground/60ft Aerial (Alt Mode) attack. If it succeeds, it deals 2 additional damage.
STRENGTH: 12 SPEED: 12 Unmatched Schemer (1/Scene, Free): Whether it be
SMARTS: 12 SOCIAL: 10 through the knowledge of the future the Golden Disks
TOUGHNESS: 25 EVASION: 22 grant him or through his own cunning plans, Megatron
WILLPOWER: 22 CLEVERNESS: 20 always manages to make things go his way. Megatron
automatically succeeds on his next Skill Test.
SKILLS
Villainous Sabotage (1/Scene, Free): Likewise,
• Alertness (Investigation) +d10*
Megatron’s plans upon plans also involve making his
• Conditioning +3
opponents fail. A character of Megatron’s choice fails a
• Culture (Classified Intel) +d8*
Skill Test.
• Deception +d10
• Driving +d4 GEAR
• Initiative +d10
• Intimidation (Taunt) +d8* Armor: Heavy Armor Matrix (+3 Toughness)
• Might (Bite) +d10* Weapons: Dragon’s Breath (Targeting heavy element),
• Persuasion +d8 Dragon’s Head (Might integrated melee)
• Targeting (Dragon’s Breath) +d10*
• Languages: Cybertronian Gear: Wings

PERKS HANG-UPS
Chosen of the Covenant: Megatron has a destiny. I Can Suffer Your Treachery…: Megatron ultimately
Whenever he scores a Critical Success on an attack, finds himself surrounded by those who would usurp his
he announces his prophesied glory. He may then position and must keep an eye out for their betrayal.
choose to Stun any one character that can hear him. He has ↓2 on Alertness and Initiative Skill Tests when
his underlings are nearby.
Fast Conversion: Megatron spends a Free action to
convert between Bot Mode and Alt Mode. … But Not Your Incompetence!: If one of Megatron’s
allies Fumbles in his presence, Megatron spends a Free
Master of the Golden Disks: Megatron has an Edge
action berating them on his next turn, giving them a
on all Smarts Skill Tests.
Snag on their next attack.
Vicious Opponent: Megatron can attack four times
when he takes the Attack action. In addition, he can
use three Free actions to Bite an additional time.

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CHAPTER
7
VEHICONS
Millions of stellar cycles in the future, during An Army of Drones under
the waning solar cycles of the Beast Wars,
Megatron conquered Cybertron. Using a deadly Megatron’s Command
technovirus that caused paralysis and prevented All Vehicon Drones are without Sparks and cannot
mode conversion in the Cybertronian population, develop their own Sparks by any means. Each of them
Megatron captured the Sparks of the trapped is nothing more than a mindless remote-controlled
Cybertronians and turned their bodies into raw machine operating as Megatron commands. From
materials for an endless army of Sparkless Drones, within his fortress at the former council citadel in
which hunted the survivors to extinction. Megatron Cybertropolis, Megatron’s control over the Vehicons
called his Drone armies the Vehicons. extends throughout the planet. The mind of Megatron,
The returning Maximals, believing themselves networked throughout the vast communications arrays
the victors of the Beast Wars, were attacked by on Cybertron, can control thousands of Vehicon
the planet’s orbital defenses without explanation Drones at once in multiple locations simultaneously.
or warning. The Maximals were scattered across Megatron considers the Vehicon Drones
Cybertron and found themselves alone against a completely disposable and will not hesitate to
seemingly unlimited force of Drones, each of them have Drones fire on each other if they can catch
an extension of the will of the last being on Cybertron an enemy in the blast radius. Being Sparkless, the
still possessed of his own Spark: Megatron. Vehicon Drones cannot think or feel, which makes
In his endless quest to purge all independent them impossible to persuade and immune to fear.
thought and any vestige of organic life from All Vehicons are likewise incapable of harming
Cybertron, Megatron unleashed his Vehicons en Megatron, as their programming will not allow it.
masse against the returning Maximals, and a new Even Megatron’s Generals, when he chose to create
phase of the Beast Wars erupted on Cybertron. them, were bound by this limitation.
Like Megatron himself, all Vehicons share a unique
TABLE 7-1: VEHICON THREATS BY THREAT LEVEL flaw in their long-range sensor programs that makes
THREAT LEVEL THREAT PAGE them unable to detect Maximals in their technorganic
5 Cycle Drones p. 136
forms, as Vehicon sensors were designed to detect
technological life signs, not organic ones. This is why
5 Diagnostic Drones p. 138
Vehicons can detect Maximals in their Bot Modes,
6 Aero Drones p. 132
which are sufficiently similar to the technological life-
6 Mole Drones p. 139 forms that the Vehicons were originally designed to
7 Tank Drones p. 140 pursue. Despite efforts by Megatron to correct this flaw
8 Copter Drones p. 135 throughout the conflict, the Vehicons never overcame
9 Artillery Drones p. 134
this limitation. Vehicons could still recognize Maximals
in beast form on sight and target them appropriately.
11 Thrust p. 153
12 Jetstorm p. 142
Vehicons were made by the thousands in
identical batches according to a small number of
13 Tankor p. 150
templates Megatron designed for specific purposes.
13 Thrustinator p. 154 The Maximals came to recognize the following
14 Obsidian p. 146 configurations of Vehicons.
15 Strika p. 148
23 Tankor/Rhinox p. 152
24 Megatron (Vehicon) p. 144

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AERO DRONES
Megatron’s Aero Drones give his Vehicon forces air superiority, raining plasma bolts
from the sky on his enemies.
THREAT LEVEL: 6
SIZE: Large/Long HEALTH: 6
MOVEMENT: 30ft Aerial (Bot Mode)*; 90ft Aerial (Alt Mode)
STRENGTH: 3 SPEED: 13
SMARTS: 1 SOCIAL: 1
TOUGHNESS: 13 EVASION: 23
WILLPOWER: 11 CLEVERNESS: 11

SKILLS
• Acrobatics +d4
• Alertness +d2
• Athletics +d2
• Deception +d2
• Driving +d8
• Initiative +d6
• Intimidation +d2
• Might +d2
• Targeting +d8
• Languages: Understands Cybertronian and Cybertronix; Drones do not speak

PERKS
Aerial Superiority: The Aero Drone gains an Edge and ↑1 on Attack Skill Tests when
attacking from higher ground.
Fast Conversion: Cybertronian Drones spend a Free action to convert between Bot
Mode and Alt Mode.
Hover: Aero Drones don’t need to move to maintain their altitude.

AT TACKS
Articulated Talons (Might): +d2, Reach (1 Sharp damage)
Alternate Effects: 1 Stun (↓1)
Requirements: Bot Mode Only
Traits: Integrated, Sharp
Flyby (Driving): +d8, Reach (1 Blunt damage)
Alternate Effects: Shove (1)
Requirements: Alt Mode Only, Move at least 10ft before attacking.
Traits: Integrated
Twin Plasma Cannons (Targeting): +d8, Range 150ft/600ft; min 30ft (1
Energy damage)
Alternate Effects: Multiple Targets - 2 (↓1), 1 Stun (↓1), Spot
Traits: Ballistic, Integrated, Laser

GEAR
Weapons: Twin Plasma Cannons (Targeting integrated element)

HANG-UP
Delicate Frames: Aero Drones take the same damage as any targets they hit with
their Flyby attack.

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ARTILLERY AT TACKS
Forward Photon Blasters (Targeting): +d8, Range
DRONES 50ft/150ft (1 Sharp damage)
Alternate Effects: Multiple Targets - 2 (↓1)
Developed in tandem with the Copter Drones, Artillery Requirements: Alt Mode Only
Drones are fast and maneuverable attack platforms Traits: Ballistic, Integrated
packing heavy firepower. Heavy Photon Turrets (Targeting): +d8, Range
100ft/300ft; min 30 ft (2 Sharp damage)
THREAT LEVEL: 9
Alternate Effects: 1 Sharp damage Blast: 20ft radius
SIZE: Huge/Extended HEALTH: 9 (↓1), 2 Sharp damage Blast: 20ft radius (↓3)
MOVEMENT: 40ft Ground (Bot Mode); 60ft Ground Requirements: Alt Mode Only
(Alt Mode) Traits: Anti-Tank, Armor Piercing, Ballistic, Integrated,
STRENGTH: 8 SPEED: 12 Mounted, Reinforced Mount, Reload, Wrecker.
SMARTS: 3 SOCIAL: 1 Ram (Driving): +d8, Reach (1 Blunt damage)
TOUGHNESS: 18 EVASION: 22 Alternate Effects: 1 Stun (↓1), Shove
WILLPOWER: 13 CLEVERNESS: 11 Requirements: Alt Mode Only, Must move 10ft before
attacking.
SKILLS Traits: Integrated
• Acrobatics +d2 Reinforced Gauntlets (Might): +d4, Reach ×2 (1
• Alertness +d6 Blunt damage)
• Athletics +d4 Alternate Effects: 1 Stun (↓1), Maneuver (↓1)
• Brawn +d4 Requirements: Bot Mode Only.
• Deception +d2 Traits: Integrated
• Driving +d8
• Initiative +d6 GEAR
• Intimidation +d4
Weapons: Forward Photon Blasters (Targeting
• Might +d4
integrated projectile), Heavy Photon Turrets (Targeting
• Targeting +d8
integrated explosive), Reinforced Gauntlets (Might
• Languages: Understands Cybertronian and
Cybertronix; Drones do not speak integrated melee)

PERKS HANG-UP
Concentrated Barrage: Artillery Drones that focus all Rollover: On any failed Driving Skill Test, roll a d2. On
of their attacks in a turn on a single target gain ↑1 for a result of 1, the Artillery Drone flips over and becomes
every attack after the first. Prone. Unless assisted by another Drone, it must
convert into Bot Mode to right itself.
Mode Conversion: Artillery Drones spend a Standard
action to convert between Bot Mode and Alt Mode.
Superior Mobility: Artillery Drones gain ↑1 on all
Driving Skill Tests.

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CHAPTER 7: VEHICONS

COPTER DRONES AT TACKS


Raking Claws (Might): +d6, Reach ×2 (1
Deployed as an upgraded version of the Aero Drones, Sharp damage)
Copter Drones can hover in all forms to deliver Alternate Effects: 1 Stun (↓1)
sustained air-to-ground bombardment. Requirements: Bot Mode Only
Traits: Integrated, Sharp
THREAT LEVEL: 8
Repeating Photon Blasters (Targeting): +d8,
SIZE: Large/Long HEALTH: 8 Range 50ft/150ft (1 Sharp damage)
MOVEMENT: 30ft Aerial (Bot Mode); 60ft Aerial Alternate Effects: Multiple Targets - 3 (↓2)
(Alt Mode) Requirements: Bot Mode Only
STRENGTH: 6 SPEED: 12 Traits: Ballistic, Integrated
SMARTS: 3 SOCIAL: 1 Twin Heavy Photon Cannons (Targeting): +d8,
TOUGHNESS: 16 EVASION: 22 Range 150ft/600ft; min 30ft (1 Energy damage)
WILLPOWER: 13 CLEVERNESS: 11 Alternate Effects: Multiple Targets - 2 (↓1), 1 Stun
(↓1), 1 Energy damage Blast: 20ft radius (↓3)
SKILLS Requirements: Alt Mode Only
• Acrobatics +d4 Traits: Armor Piercing, Ballistic, Integrated, Laser
• Alertness +d6
• Athletics +d2
GEAR
• Deception +d2 Weapons: Raking Claws (Might integrated melee),
• Driving +d8 Repeating Photon Blasters (Targeting integrated
• Initiative +d4 projectile), Twin Heavy Photon Cannons (Targeting
• Intimidation +d4 integrated energy)
• Might +d6
• Targeting +d8 HANG-UP
• Languages: Understands Cybertronian and
Cybertronix; Drones do not speak Sensitive Targeting Systems: The targeting systems
of the Copter Drone are so sensitive that they are
PERKS prone to disruption. When exposed to an effect that
would disrupt targeting, the Copter Drone suffers a
Aerial Superiority: The Copter Drone gains an Edge
Snag on all attempts to use its ranged weaponry.
and ↑1 on Attack Skill Tests when attacking from
higher ground.
Mode Conversion: Copter Drones spend a Standard
action to convert between Bot Mode and Alt Mode.
Spotlight: When in Alt Mode, the Copter Drone’s
spotlight allows it to spot targets for other Drones or
the Vehicon Generals as a Free action.
Sustained Bombardment: A Copter Drone that fires
at the same target it attacked on the prior turn gets ↑1
on all its attacks against that target. This is cumulative
with Aerial Superiority when both Perks apply.
Weapon Swap: Copter Drones cannot use their Raking
Claws and Repeating Photon Blasters at the same
time and must use a Free action to swap between
those weapons.

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CYCLE DRONES
Megatron’s highly mobile scout force, Cycle Drones are used to run down his enemies through the
streets of Cybertron.
THREAT LEVEL: 5
SIZE: Common HEALTH: 5
MOVEMENT: 50ft Ground (Bot Mode); 75ft Ground (Alt Mode)
STRENGTH: 4 SPEED: 10
SMARTS: 1 SOCIAL: 1
TOUGHNESS: 14 EVASION: 20
WILLPOWER: 11 CLEVERNESS: 11

SKILLS
• Acrobatics +d6 • Initiative +d4
• Alertness +d2 • Might +d4
• Athletics +d4 • Targeting +d4
• Deception +d2 • Languages: Understands
• Driving +d6 Cybertronian and Cybertronix;
Drones do not speak
PERKS
Earlier is Better Than Later: Cycle Drones are often the first Drones on the scene when a new threat
is discovered. In Alt Mode, Cycle Drones can use Free actions to Push Themselves for 10ft of additional
movement instead of 5ft. Additionally, Cycle Drones can use Free actions to Push Themselves without
limit and exchanging Free actions for additional movement is not limited for Cycle Drones.
Fast Conversion: Cycle Drones spend a Free action to convert between Bot Mode and Alt Mode.

AT TACKS
Gripping Clamps (Might): +d4, Reach (1 Blunt damage)
Alternate Effects: 1 Stun (↓1), Maneuver (↓1)
Requirements: Bot Mode Only
Traits: Integrated
Ram (Driving): +d6, Reach (1 Blunt damage)
Alternate Effects: Trip (↓1, Cycle Drone falls Prone)
Requirements: Alt Mode Only, Move at least 10ft before attacking.
Traits: Integrated
Twin Electro-Pulse Blasters (Targeting): +d6, Range 30ft/90ft (1 Electric damage)
Alternate Effects: Multiple Targets - 2 (↓1)
Requirements: Bot Mode Only
Traits: Electric, Ballistic, Integrated

GEAR
Weapons: Gripping Clamps (Might integrated melee), Twin Electro-Pulse Blasters (Targeting
integrated element)

HANG-UP
Missed by THIS Much: When trying to jump across empty space, Cycle Drones suffer a Snag on their
Acrobatics Test to land safely. Despite this, Cycle Drones are willing to take this route whenever they
run out of road.

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DIAGNOSTIC POWERS
Call for Help (Move): A Diagnostic Drone confronted
DRONES by hostile forces can attempt a DIF 12 Persuasion
Skill Test to appeal to Megatron for rescue. If
Megatron’s assistants in his technological research successful, the Diagnostic Drone summons 2d4
and development, the Diagnostic Drones are used to additional Vehicon Drones better suited to combat. The
repair and upgrade the Vehicon Forces. Capable of reinforcements will arrive in 1d6 rounds.
limited self-direction, they are more intelligent than Force Shield Generator (Free, 3/Scene) Powering
other Drones but have little utility in combat situations. up its miniature Force Shield Generator grants the
THREAT LEVEL: 5 Diagnostic Drone a +2 Deflective Bonus to Toughness
SIZE: Small HEALTH: 5 and Evasion until the beginning of its next turn. The
Force Shield Generator can be removed from a
MOVEMENT: 25ft Aerial
Grappled or Restrained Diagnostic Drone (removing
STRENGTH: 2 SPEED: 5 this Power) with a DIF 15 Brawn or Technology
SMARTS: 6 SOCIAL: 3 Skill Test.
TOUGHNESS: 12 EVASION: 17
WILLPOWER: 16 CLEVERNESS: 13 GEAR
Weapons: Electrobolt Emitter (Targeting integrated
SKILLS element), Manipulator Grips (Might integrated melee)
• Acrobatics +d2 • Science +d4
Armor: Force Shield Generator (See Powers)
• Alertness +d4 • Targeting +d2
• Athletics +d2 • Technology (Repairs) +d4* Other: Enhanced Communications System, Standard
• Deception +d2 • Languages: Cybertronian, Technology (Engineering) Kit
• Driving +d2 Cybertronix; Diagnostic Drones
• Initiative +d2 can speak, but do not address HANG-UP
• Infiltration +d2 anyone except Megatron and
the Vehicon Generals. Self-Preservation Protocol: Absent a direct
• Might +d2 command from Megatron, a Diagnostic Drone will not
• Persuasion +d4
initiate or participate in combat. Anytime a Diagnostic
Drone is without other Vehicons to protect it, it will
PERKS
attempt to flee the scene.
Quick Little Thing: The Diagnostic Drones can be
surprisingly quick when they need to be and gain +2
Evasion, reflected in their stats.
Repair Experts: Diagnostic Drones have complete
schematics of all Vehicons within their databases,
along with access to their standardized parts and
systems. When repairing any Vehicon, they gain an
Edge and ↑3 to their Technology Skill Tests.

AT TACKS
Electrobolt Emitter (Targeting): +d4, Range
25ft/75ft (1 Electric damage)
Traits: Energy (Electric), Integrated
Manipulator Grips (Might): +d2,
Reach (1 Stun)
Alternate Effects: Maneuver
Traits: Integrated

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CHAPTER 7: VEHICONS

MOLE DRONES AT TACKS


Drill Face (Might): +d8, Reach (1 Sharp damage)
When Megatron needs to hunt targets below Requirements: Must Move at least 10ft to use this
Cybertron’s surface, Mole Drones are deployed to attack.
locate the threat and neutralize it. Traits: Armor Piercing, Integrated, Sharp
THREAT LEVEL: 6 Flamethrower (Targeting): +d6, 25ft/75ft (1
Fire damage)
SIZE: Extended HEALTH: 6
Alternate Effects: 1 Fire damage Blast: 20ft radius
MOVEMENT: 40ft Ground; 20ft Underground (↓1), 2 Fire damage Blast: 20ft radius (↓3)
(See Perks) Requirements: See Weapon Swap Perk
STRENGTH: 8 SPEED: 8 Traits: Energy, Integrated
SMARTS: 1 SOCIAL: 1 Rapid-Fire Photon Blaster (Targeting): +d6,
TOUGHNESS: 18 EVASION: 18 25ft/75ft (1 Sharp damage)
WILLPOWER: 11 CLEVERNESS: 11 Alternate Effects: Multiple Targets - 2 (↓1), Multiple
Targets - 4 (↓3)
SKILLS Requirements: See Weapon Swap Perk
• Alertness +d2 Traits: Ballistic, Integrated
• Athletics +d4
• Brawn +d4 GEAR
• Deception +d2 Weapons: Drill Face (Might integrated melee),
• Driving +d6 Flamethrower (Targeting integrated element), Rapid
• Infiltration +d2 Fire Photon Blaster (Targeting integrated projectile)
• Initiative +d2
• Might +d8 HANG-UP
• Targeting +d6
• Languages: Understands Cybertronian and Unstable: If knocked Prone, the Mole Drone cannot
Cybertronix; Drones do not speak right itself without another Drone’s assistance.

PERKS
Breakthrough: Mole Drones may enter battle by
drilling through nearly any type of material, though
they must make an Infiltration Test with ↓1 to
successfully ambush their opponents without the
rumble of their drilling giving their presence away.
Drilling: Mole Drones can drill through solid materials
at half their movement rate.
Weapon Swap: Mole Drones come equipped with a
Flamethrower and Rapid-Fire Photon Blaster but must
reconfigure as a Move action to swap between them.
While one is active, the other cannot be used.

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TANK DRONES Mode Conversion: Tank Drones spend a Standard
action to convert between Bot Mode and Alt Mode.
Static Bombardment: The Tank Drone can forfeit its
The frontline assault force of Megatron’s Drone army,
move action to gain ↑2 on Targeting Skill Tests until the
Tank Drones are sent in whenever their excessive
end of its turn.
firepower is required.
THREAT LEVEL: 7 AT TACKS
SIZE: Huge/Extended HEALTH: 7 Claw Grappler (Might): +d6, Reach (1 Blunt damage)
MOVEMENT: 20ft Ground (Bot Mode); 45ft Ground Alternate Effects: 1 Stun (↓1), Maneuver (↓1)
(Alt Mode) Requirements: Bot Mode Only
STRENGTH: 10 SPEED: 8 Photon Artillery Cannon (Targeting): +d8, Range
SMARTS: 1 SOCIAL: 1 300ft/600ft; min 30ft (2 Sharp damage)
TOUGHNESS: 20 EVASION: 18 Alternate Effects: 1 Sharp Blast (20ft) (↓1), 2 Sharp
WILLPOWER: 11 CLEVERNESS: 11 damage Blast: 20ft radius (↓3)
Traits: Armor Piercing, Anti-Tank, Ballistic, Indirect,
SKILLS Integrated (Shoulder Mount in Bot Form), Mounted,
Reload, Reinforced Mount, Wrecker
• Alertness +d2
• Athletics +d4
• Brawn +d6
GEAR
• Deception +d2 Weapons: Claw Grappler (Might integrated melee),
• Driving +d4 Photon Artillery Cannon (Targeting integrated
• Initiative +d4 explosive)
• Intimidation +d4
• Might +d6 HANG-UP
• Targeting +d8
Top Heavy: In Bot Mode, the Tank Drones are
• Languages: Understands Cybertronian and
unbalanced and suffer ↓2 on any Acrobatics Tests to
Cybertronix; Drones do not speak
resist effects that would knock them off balance.
PERKS
Magnetic Treads: Tank Drones gain ↑1 to Athletics
Tests to move on metal surfaces.

Megatron’s The Vehicon Generals, with the notable


exceptions of Obsidian and Strika, do not act as
Commanders: The allies and will often attempt to undermine each
other to gain Megatron’s favor. They are incapable
Vehicon Generals of Lending Assistance to each other under any
circumstances. Each Vehicon General can command
Though Megatron’s ability to command the Vehicon all Drones of their type as if they were Megatron,
Drones was almost without limit, his leadership and they often arrive with up to a dozen Drones of
alone could not lead the Vehicons to overcome their type as a group.
the Maximals’ unpredictable tactics. It was, as his
Diagnostic Drone suggested, a lack of free will TABLE 7-2: VEHICON GENERAL DRONE TYPES
among the Vehicon Drones that caused his defeats. VEHICON GENERAL DRONE COMMANDED
Megatron took this odd suggestion seriously, using Jetstorm Aero Drones
the captured Sparks of two Maximals and a former
Tankor Tank Drones
Predacon to create his first three Generals: Jetstorm,
Tankor, and Thrust. Later in the war, after losing Thrust Cycle Drones

Tankor and Jetstorm, Megatron reincarnated two Obsidian Copter Drones


legendary Cybertronian Generals, Obsidian and Strika Artillery Drones
Strika, into new bodies to lead his forces to victory.

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CHAPTER 1: THE WIDE AND VARIED
CHAPTER
CHAPTER
WORLD
7: THE
7: OF
VEHICONS
VEHICONS
BEASTS

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JETSTORM Alternate Effects: 2 Energy damage Blast: 50ft
radius (↓2)
Requirements: Alt Mode Only, Limited Ammo (1)
Quick with a witty quip as he is to trigger his plasma Traits: Anti-Tank, Computerized, Consumable,
cannons, Jetstorm roars across the skies over Element, Indirect, Mounted, Seeking, Wrecker
Cybertron with his Aero Drones in tow to scour the
Flyby (Driving): +d8, Reach (1 Blunt damage)
planet clean of Megatron’s enemies.
Alternate Effects: Shove
THREAT LEVEL: 12 Requirements: Alt Mode Only, Move at least 10ft
SIZE: Huge/Extended HEALTH: 12 before attacking.
MOVEMENT: 30ft Aerial (Bot Mode)*; 90ft Aerial Traits: Integrated
(Alt Mode) Twin Plasma Cannons (Targeting): +d8, Range
150ft/600ft; min 30ft (1 Energy damage)
STRENGTH: 5 SPEED: 15
SMARTS: 4 SOCIAL: 6 Alternate Effects: Multiple Targets - 2 (↓1), 1 Stun
(↓1), Spot
TOUGHNESS: 16 EVASION: 25
Traits: Ballistic, Integrated, Laser
WILLPOWER: 14 CLEVERNESS: 16

SKILLS POWERS
Aero Drones, Attack! (Standard, 2/Scene): Jetstorm
• Acrobatics +d6
• Alertness +d8 always makes sure to have several dozen Aero Drones
• Athletics +d2 to back him up. Succeeding at a DIF 15 Persuasion
• Deception +d6 (Command) Skill Test ensures that another 2d6 Aero
• Driving (Flying) +d8* Drones arrive within the next 1d2 rounds.
• Initiative +d6 Flee for Your Miserable Lives! (Free, 3/Scene):
• Intimidation (Insults) +d6* When targeting an opponent with an attack, Jetstorm
• Might +d2 can make a DIF 14 Targeting Skill Test. If successful,
• Persuasion (Command) +d6* the opponent must keep moving to avoid Jetstorm’s
• Targeting (Cannons) +d10* constant barrage and cannot benefit from cover until
• Languages: Cybertronian, Cybertronix after the end of Jetstorm’s next turn.
PERKS Your Situation is… TERMINAL! (Free, 3/Scene):
Jetstorm, after succeeding at an Intimidation Skill Test
Aerial Superiority: When Jetstorm attacks from
against an opponent, may make a DIF 16 Targeting
higher ground, he gains an Edge as well as ↑1
Test to make an immediate attack against that
on attacks.
opponent. This Targeting Test may benefit from Aerial
Afterburn: Jetstorm gains ↑2 on his Flyby attack by Superiority if the Perk applies.
spending two Free actions for additional movement
immediately before attacking. GEAR
Fast Conversion: Jetstorm spends a Free action to Weapons: Articulated Talons (Might integrated melee),
convert between Bot Mode and Alt Mode. Homing Mine (Targeting integrated energy), Twin
Plasma Cannons (Targeting integrated projectile)
Hover: Jetstorm doesn’t need to move to maintain
his altitude. Armor: Light Armor Matrix (+1 deflective to Toughness)
Lightning Speed: Jetstorm gets ↑3 on all Initiative
HANG-UPS
Skill Tests.
Cut and Run: For all his bravado, Jetstorm is a coward
AT TACKS at heart, and anytime his Health is less than 4 or all his
Articulated Talons (Might): +d2, Reach (1 accompanying Aero Drones have been Defeated, he
Sharp damage) will attempt to retreat.
Alternate Effects: 1 Stun (↓1) Mid-Battle Banter: Jetstorm cannot resist verbally
Requirements: Bot Mode Only abusing his opponents before attempting to fry their
Traits: Integrated, Sharp circuits. He must always make a quick quip (and an
Homing Mine (Targeting): +d8, 600ft/1200ft (1 Intimidation Test) before attacking any new target.
Energy damage Blast: 50ft radius)

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CHAPTER 7: VEHICONS

The Spark Within:


Silverbolt
The righteous Maximal Silverbolt (see Chapter
5) was used as the core Spark beneath
Jetstorm’s programming shell. Repulsed by
how much he enjoyed the cruelty he inflicted
as Jetstorm, should Silverbolt be liberated,
he changes into Silverbolt and joins the
Maximals as he did when restored by the
Maximal Blackarachnia in Beast Machines:
In Darkest Knight.

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MEGATRON Alternate Effects: Deal Cold damage instead; 3 Fire
damage Blast: 30ft Cone (↓1)

(VEHICON)
Requirements: Alt Mode Only
Traits: Cold, Fire, Integrated
Flyby (Driving): +d4, Reach (2 Blunt damage)
Megatron conquered Cybertron after the Beast Wars,
Alternate Effects: Maneuver
capturing the Sparks of all Cybertronians and creating
Requirements: Alt Mode Only; Move at least 10ft
the Vehicons. In his loneliness he has become more
before attacking.
extremist than ever, believing technorganic technology
Traits: Integrated
to have been the bane of Cybertron, and he intends to
purge himself of his beast form. Particle Rifle (Targeting): +d10*, Range 150ft/600ft;
min 30ft (3 Energy damage)
THREAT LEVEL: 24
Alternate Effects: 4 Energy damage (↓1), 5 Energy
SIZE: Huge/Extended HEALTH: 28 damage (↓2)
MOVEMENT: 40ft Ground/40ft Aerial (Bot Mode); Hands: 1
40ft Ground/60ft Aerial (Alt Mode) Requirements: Bot Mode Only
Traits: Energy, Integrated, Mounted, Reload
STRENGTH: 14 SPEED: 12
SMARTS: 14 SOCIAL: 12
POWERS
TOUGHNESS: 28 EVASION: 22
WILLPOWER: 24 CLEVERNESS: 22 By My Side, My Vehicons! (Standard, 1/Scene):
Megatron calls for Vehicon reinforcements. 2d2 Drone
SKILLS reinforcements of Megatron’s choice immediately
arrive to help Megatron in combat. After 2d2 turns,
• Alertness • Intimidation (Taunt) +d10*
2d2 more Drone reinforcements arrive.
(Investigation) +d10* • Might (Bite) +d10*
• Conditioning +3 • Persuasion Megatron does not yield! HE CONQUERS! (Standard,
• Culture (Classified (Embellishments) +d10* 1/Scene): If Megatron is afflicted by any negative
Intel) +d10* • Targeting (Dragon’s Conditions, those Conditions end. He makes a single
• Deception +d10 Breath) +d10* attack. If it succeeds, it deals 2 additional damage.
• Driving +d4 • Languages: Cybertronian Unmatched Schemer (Free, 1/Scene): Thanks to
• Initiative +d10 his cunning nature and his control over Cybertron,
Megatron always manages to make things go his way.
PERKS Megatron automatically succeeds on his next Skill Test.
Captor of Cybertron’s Sparks: At the start of each of Villainous Sabotage (1/Scene): Likewise, Megatron’s
his turns, Megatron gains 1d2 Energon Points. plans upon plans also involve making his opponents
Fast Conversion: Megatron spends a Free action to fail. A character of Megatron’s choice fails a Skill Test.
convert between Bot Mode and Alt Mode.
GEAR
Master of Sparks: Megatron can use Energon to help
his allies. Whenever he uses an Energon Point, he can Armor: Ultra-Heavy Protection Layering (+4 Toughness
grant its effects to an ally. and +1 Health)
Weapons: Dragon’s Breath (Targeting heavy element),
Mounted Frame: Megatron, in his lair, rides in a
Dragon’s Head (Might heavy melee), Particle Rifle
mounted frame that protects him and gives him ample
(Targeting heavy projectile)
movement. When in Bot Mode, he can use a Free
action to enter his mount, gaining an Aerial movement Gear: Wings, 3d2 stored Energon Points
speed of 60ft and +2 to Toughness and Evasion until
he converts into his Alt Mode. HANG-UPS
Hatred of the Beast: Megatron hates his beast form.
AT TACKS While in his Alt Mode, he suffers ↓1 on all Skill Tests.
Bite (Might): +d10*, Reach (2 Sharp damage) Impure of Form: Megatron has repeatedly tried (and
Alternate Effects: Maneuver (↓1), Grapple (↓1), Add 1 failed) to purge himself of his beast form. This has
Fire damage (↓1), Add 1 Cold damage (↓1) become a compulsion that affects his self-control.
Requirements: Alt Mode Only Characters that manage to break his composure, either
Traits: Cold, Fire, Integrated, Silent through a DIF 16 Persuasion Skill Test or by dealing
Dragon’s Breath (Targeting): +d10, Range 8 or more damage to him in a single turn, force him
100ft/300ft (3 Fire damage) into his Alt Mode dragon form for 2d4 turns.

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OBSIDIAN AT TACKS
Raking Claws (Might): +d6, Reach ×2 (1
Obsidian, one of the greatest generals in Cybertronian Sharp damage)
history, commands the Copter Drones to win the war Alternate Effects: 1 Stun (↓1)
in the skies with cunning and sophisticated battle Requirements: Bot Mode Only
strategies. He and his consort Strika fought a thousand Traits: Armor Piercing, Integrated, Sharp
wars for Cybertron… and won them all. Repeating Photon Blasters (Targeting): +d10,
Range 50ft/150ft (1 Sharp damage)
THREAT LEVEL: 14
Alternate Effects: Multiple Targets - 5 (↓3), 1 Sharp
SIZE: Huge/Extended HEALTH: 21 damage Blast: 20ft radius (↓1)
MOVEMENT: 30ft Aerial (Bot Mode); 60ft Aerial Requirements: Bot Mode Only
(Alt Mode) Traits: Armor Piercing, Ballistic, Integrated
STRENGTH: 7 SPEED: 13 Twin Heavy Photon Cannons (Targeting): +d10,
SMARTS: 8 SOCIAL: 6 Range 150ft/600ft; min 30ft (1 Energy damage)
TOUGHNESS: 20 EVASION: 24 Alternate Effects: Multi-Attack 2 (↓1), Multi-Attack 4
WILLPOWER: 18 CLEVERNESS: 16 (↓2), 1 Stun (↓1), 1 Energy damage Blast: 20ft radius
(↓3)
SKILLS Requirements: Alt Mode Only
• Acrobatics +d4 Traits: Armor Piercing, Ballistic, Integrated, Laser
• Alertness (Situational Awareness) +d6*
• Athletics +d2
POWERS
• Culture +d6 Advanced Ambush Tactics (Standard, 1/Scene):
• Deception +d6 Obsidian ensures that reinforcements are never
• Driving (Flying) +d8* far away. With a successful DIF 16 Persuasion
• Initiative +d4 (Command) Skill Test, Obsidian can have 2d6
• Intimidation (Fearsome Reputation) +d6* additional Copter Drones show up in 1d2 Rounds.
• Might +d6
• Persuasion (Command) +d6* Cybertron’s Greatest General (Standard, 2/
• Targeting (Cannons) +d10* Scene): Obsidian’s status as a peerless general is well
• Technology +d4 known, and he exploits it to the fullest. Obsidian can
• Languages: Cybertronian, Cybertronix reveal his identity and attempt a DIF 20 Intimidation
(Fearsome Reputation) Skill Test with ↑2 to
PERKS convince that opponent to flee the battle.
Aerial Superiority: Obsidian gains an Edge and ↑1 on GEAR
Attack Skill Tests when attacking from higher ground.
Weapons: Raking Claws (Might integrated melee),
Deadly Synergy: Obsidian and his consort Strika can
Repeating Photon Blasters (Targeting integrated
each use the Lend Assistance action to help the other
projectile), Twin Heavy Photon Cannons (Targeting
as a Free action as long as they are within line of sight
integrated energy)
of each other.
Armor: Heavy Armor Matrix (+3 deflective to
Know Thy Enemy: Whenever fighting against an
Toughness), ECM Suite (+1 to Evasion)
opponent Obsidian has encountered in the past,
Obsidian gets an ↑1 on all Skill Tests against them. HANG-UP
Mode Conversion: Cybertronians spend a Standard Loyal to Cybertron: Obsidian is loyal to Cybertron and
action to convert between Bot Mode and Alt Mode. not to any particular leader, and if he can be convinced
Sustained Bombardment: If Obsidian fires at the that Cybertron is ruled by a different faction than the
same target he attacked on the prior turn, he gets ↑1 one he fights for (a DIF 18 Persuasion Test rolled with
on all his attacks against that target. This is cumulative a Snag and ↓3), he can be persuaded to reconsider
with Aerial Superiority when both Perks apply. his loyalties and disengage from combat. He cannot
be persuaded to attack Megatron in this way, only to
Weapon Swap: Obsidian cannot use his Raking
question his assumption that Megatron is synonymous
Claws and Repeating Photon Blasters at the same
with Cybertron. This will only work once for any given
time and must use a Free action to swap between
Cybertronian Faction.
those weapons.

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STRIKA Heavy Photon Turrets (Targeting): +d10*, Range
100ft/300ft; min 30 ft (2 Sharp damage)
Alternate Effects: 1 Sharp damage Blast: 20ft radius
Strika delights in tricking her opponents into (↓1), Multi-Weapon 2 (↓2), 2 Sharp damage Blast:
underestimating her fearsome intellect. Blazing across 20ft radius (↓3)
the battlefield with a deadly arsenal of high-tech Requirements: Alt Mode Only
weaponry with her consort Obsidian providing aerial Traits: Anti-Tank, Armor Piercing, Ballistic, Integrated,
support, Strika has fought in countless battles for Mounted, Reinforced Mount, Reload, Wrecker.
Cybertron and has yet to lose a single one.
Ram (Driving): +d8, Reach (1 Blunt damage)
THREAT LEVEL: 15 Alternate Effects: 1 Stun (↓1), Shove
SIZE: Huge/Extended HEALTH: 24 Requirements: Alt Mode Only, Must move 10 ft
before attacking.
MOVEMENT: 40ft Ground (Bot Mode); 60ft Ground
(Alt Mode) Traits: Integrated
Reinforced Gauntlets (Might): +d4, Reach ×2 (1
STRENGTH: 10 SPEED: 12
Blunt damage)
SMARTS: 9 SOCIAL: 5
Alternate Effects: 1 Stun (↓1), Maneuver (↓1)
TOUGHNESS: 24 EVASION: 23 Requirements: Bot Mode Only
WILLPOWER: 19 CLEVERNESS: 15
Traits: Integrated
SKILLS Thrown Energy Bombs (Athletics): +d4, 25ft/50ft
(1 Energy damage Blast: 10ft radius)
• Acrobatics +d2 • Intimidation +d6
Alternate Effects: 1 Stun (Blast: 10ft radius; ↓1)
• Alertness • Might +d6
Requirements: Bot Mode Only
(Battlefield • Science +d6
Conditions) +d6* Traits: Computerized, Consumable, Laser
• Targeting
• Athletics +d4 (Turrets) +d10*
• Brawn +d4 • Technology
POWERS
• Deception (Trickery) +d10* (Cybertronian) +d6* General of Destruction (Free, 3/Scene): Strika
• Driving (Wheeled) +d8* • Languages: brings incredible firepower to bear and can attempt a
• Initiative +d4 Cybertronian, DIF 20 Targeting Skill Test with ↑1 to give all of her
Cybertronix weapons the Anti-Tank and Armor Piercing Traits until
PERKS the end of her next turn.
Concentrated Barrage: Strika gains ↑1 each additional Fire Everything! (Standard, 2/Scene): In her Alt
time she Attacks the same target during a turn. Mode, Strika can concentrate fire on one of her
Deadly Synergy: Strika and her consort Obsidian can enemies. Make a single Targeting Attack Skill Test
each use the Lend Assistance action to help the other against an enemy. If the attack is successful, it deals
as a Free action as long as they are within line of sight 6 Sharp damage, but Strika suffers ↓2 on Skill Tests
of each other. the following turn from the exertion.

Hoverjets: In her Bot Mode, Strika can hover and GEAR


has an Aerial Movement equal to half her ground
movement rate. Weapons: Forward Photon Blasters (Targeting
integrated projectile), Heavy Photon Turrets (Targeting
Mode Conversion: Strika spends a Standard action to integrated explosive), Reinforced Gauntlets (Might
convert between Bot Mode and Alt Mode. integrated melee), Thrown Energy Bombs ×4 (Athletics
Weapon Master: When Strika takes the Attack action, thrown energy)
she may make multiple attacks with her Forward Armor: Ultra-Heavy Armor Matrix (+4 Plating Bonus to
Photon Blasters in her Alt Mode by spending 3 Free Toughness), ECM Suite (+1 to Evasion)
actions per additional attack.
HANG-UP
AT TACKS
You’ll Never Outsmart ME!: If Strika is ever outwitted,
Forward Photon Blasters (Targeting): +d10, Range
such as by an attack against her Willpower, or if
50ft/150ft (1 Sharp damage)
she loses a contested Smarts-based Skill Test and
Special Effects: Multi-Weapon (2)
becomes aware of it, she flies into a rage against
Requirements: Alt Mode Only
the perceived source of her humiliation, attacking
Traits: Ballistic, Integrated
relentlessly until it is Defeated.

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TANKOR Alternate Effects: 1 Sharp damage Blast: 20ft radius
(↓1), Multiple Targets - 5 (↓3) if fully loaded
Traits: Anti-Tank, Integrated, Mounted, Reload (1
Tankor is the brutal enforcer of the Vehicon Generals, Rocket/action), Sharp, Wrecker
eager to slag the enemies of Megatron. Known for
Claw Grappler (Might): +d6, Reach (1 Blunt damage)
his monosyllabic vocabulary and his love of violence,
Alternate Effects: 1 Stun, Maneuver
Tankor can be found blasting away with his heavy
Requirements: Bot Mode Only
photon cannon at the forefront of every battle.
Traits: Integrated
THREAT LEVEL: 13
Mauler Discs (Might): +d6*, Reach (1
SIZE: Huge/Extended HEALTH: 21 Sharp damage)
MOVEMENT: 20ft Ground (Bot Mode); 45ft Ground Alternate Effects: 1 Strength Essence damage
(Alt Mode) Requirements: Bot Mode Only
Traits: Armor Piercing, Integrated, Sharp
STRENGTH: 15 SPEED: 12
SMARTS: 3 SOCIAL: 2 Photon Artillery Cannon (Targeting): +d8*, Range
300ft/600ft; min 30ft (2 Sharp damage)
TOUGHNESS: 28 EVASION: 22
WILLPOWER: 13 CLEVERNESS: 12 Alternate Effects: 1 Sharp damage Blast (20ft
radius) (↓1), 2 Sharp damage Blast (20ft) (↓3)
SKILLS Traits: Armor Piercing, Anti-Tank, Ballistic, Indirect,
Integrated (Shoulder Mount in Bot Form), Mounted,
• Acrobatics +d4
Reload, Reinforced Mount, Wrecker
• Alertness +d6
• Athletics +d6
• Brawn +d6
POWERS
• Deception +d2 TANKOR DESTROY! (Free, 3/Scene): Once locked
• Driving (Ground) +d8* onto a target, Tankor can make a DIF 16 Targeting
• Initiative +d4 Skill Test to ignore all of a target’s Armor bonuses
• Intimidation +d4 from Equipment until the beginning of his next turn.
• Might (Mauler Discs) +d6*
TANKOR PULVERIZE! (Free, 3/Scene) By spending an
• Persuasion +d2
Energon Point, Tankor can increase the damage of his
• Targeting (Cannons) +d8*
Mauler Discs and Claw Grappler by 1 until the end of his
• Languages: Cybertronian, Cybertronix
next turn.
PERKS GEAR
Magnetic Treads: Tankor gets ↑1 to Athletics Tests to
Weapons: Chest Rockets (Targeting integrated
move on metal surfaces.
explosive), Claw Grappler (Might integrated melee),
Mode Conversion: Cybertronians spend a Standard Mauler Discs (Might integrated melee), Photon Artillery
action to convert between Bot Mode and Alt Mode. Cannon (Targeting integrated explosive)
Rapid Power Cycling: Tankor’s Integrated Weapons Armor: Heavy Armor Matrix (+3 Plating Bonus to
benefit from upgraded power cycling circuitry that Toughness)
lets him reload any weapon with a Reload Trait as a
Free action. HANG-UPS
Static Bombardment: Tankor can forfeit his Move Easily Duped: For all his stubborn resolve, Tankor’s
action to gain ↑2 on Targeting Skill Tests until the end gullibility makes manipulating him barely more difficult
of his turn. than simply commanding the average Drone. All Skill Tests
Weapon Swap: Tankor can only use either his Claw to deceive, trick, outsmart, or fast-talk Tankor gain an Edge.
Grappler or his Mauler Discs for melee attacks and can Hardwired to Serve: Tankor is hardwired to serve
swap between them as a Free action. Megatron. If he attempts to attack Megatron directly,
Tankor becomes Stunned until Megatron removes the
AT TACKS Condition with a Standard action.
Chest Rockets (Targeting): +d8, Range 50ft/150ft TANKOR SLAG BEASTBOTS!: Without a direct order
(1 Sharp damage)
from Megatron to withdraw, Tankor will never willingly
disengage from combat until every enemy combatant
is Defeated.

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TANKOR/RHINOX Claw Grappler (Might): +d6, Reach (1 Blunt damage)
Alternate Effects: 1 Stun, Maneuver
Requirements: Bot Mode Only
When Rhinox gained control of Tankor, the Maximal Traits: Integrated
scientist concluded that Cybertron would be best
Mauler Discs (Might): +d6, Reach (1 Sharp damage)
served with him in control. To this end, Rhinox tried
Alternate Effects: 1 Strength Essence damage
to trick Optimus Primal and Megatron into using
Requirements: Bot Mode Only
superweapons to destroy each other and leave Rhinox
Traits: Armor Piercing, Integrated, Sharp
as the sole ruler of Cybertron. Unfortunately, Rhinox did
not account for Tankor’s Hardwired to Serve Hang-Up Photon Artillery Cannon (Targeting): +d8, Range
and met his end in the battle he schemed into fruition. 300ft/600ft; min 30ft (2 Sharp damage)
Alternate Effects: 1 Sharp damage Blast: 20ft radius
THREAT LEVEL: 23
(↓1), 2 Sharp damage Blast: 20ft radius (↓3)
SIZE: Huge/Extended HEALTH: 24 Traits: Armor Piercing, Anti-Tank, Ballistic, Indirect,
MOVEMENT: 20ft Ground (Bot Mode); 45ft Ground Integrated (Shoulder Mount in Bot Form), Mounted,
(Alt Mode) Reload, Reinforced Mount, Wrecker
STRENGTH: 15 SPEED: 12
SMARTS: 8 SOCIAL: 7
POWERS
TOUGHNESS: 28 EVASION: 22 Pinpoint Accuracy (Free, 3/Scene): Tankor/Rhinox
WILLPOWER: 18 CLEVERNESS: 17 can make a DIF 16 Targeting Skill Test to ignore
a target’s Armor bonuses from Equipment until the
SKILLS beginning of his next turn.
• Acrobatics +d4 • Might (Mauler Discs) +d6* Static Bombardment (Move): Tankor/Rhinox can
• Alertness +d4 • Persuasion +d4 forfeit his Move action to gain ↑2 on Targeting Skill
• Athletics +d6 • Science +d6 Tests until the end of his turn.
• Brawn +d6 • Targeting (Cannons) +d8*
Tank Drone Commander (Standard, 1/Scene):
• Deception +d10 • Technology
Tankor/Rhinox makes a DIF 15 Persuasion
• Driving (Ground) +d8* (Cybertronian) +d6*
• Languages: Cybertronian, (Command) Test to summon an additional 1d6 Tank
• Initiative +d4
Cybertronix Drones in 1d4 rounds.
• Intimidation +d4
Unmatched Destruction (Free, 3/Scene) By
PERKS spending an Energon Point, Tankor/Rhinox can increase
Cybertronian Secrets: Tankor/Rhinox gains an Edge and the damage of his Mauler Discs and Claw Grappler by 1
↑2 on any Technology Skill Tests with Cybertronian Tech. until the end of his next turn.

Magnetic Treads: Tankor/Rhinox can use his Ground GEAR


Movement as Climb Movement on metal surfaces.
Weapons: Chest Rockets (Targeting integrated
Masterful Deception: Tankor/Rhinox is quite skilled at explosive), Claw Grappler (Might integrated melee),
pretending to still be Tankor and gains an Edge and ↑3 to Mauler Discs (Might integrated melee), Photon Artillery
Deception Skill Tests to appear as Tankor. This includes Cannon (Targeting integrated explosive)
interactions with his fellow Vehicon Generals and Megatron.
Armor: Heavy Armor Matrix (+3 Plating Bonus to
Mode Conversion: Cybertronians spend a Standard Toughness)
action to convert between Bot Mode and Alt Mode.
Other: Computer Override Patch, Limited Technology
Rapid Power Cycling: Tankor/Rhinox’s upgraded (Engineering) Kit
power cycling circuitry allows him to reload Integrated
Weapons as a Free action. HANG-UPS
AT TACKS Hardwired to Serve: Tankor/Rhinox is hardwired to
serve Megatron. If he attempts to attack Megatron
Chest Rockets (Targeting): +d8, Range 50ft/150ft directly, Tankor becomes Stunned until Megatron
(1 Sharp damage)
removes the Condition with a Standard action.
Alternate Effects: 1 Sharp damage Blast: 20ft radius
(↓1), Multi-Weapon 5 (↓3) if fully loaded Megalomania: Tankor/Rhinox is convinced of his
Traits: Anti-Tank, Mounted, Reload (1 Rocket/action), superiority to the Vehicons and Maximals. He will never
Sharp, Wrecker Lend Assistance to anyone aligned with either faction.

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THRUST Tow Line (Targeting): +d12, Reach ×3 (Maneuver)


Special Effects: Grapples Target. While Grappled in
this way, the Target is Restrained
Cold, cruel, and utterly fearless, Thrust is fanatically Requirements: Bot Mode Only
loyal to Megatron’s cause. Relentless in his pursuit Traits: Integrated
of the enemies of Megatron, Thrust looks forward to
Twin Electro-Pulse Blasters (Targeting): +d10,
running them all down.
Range 30ft/90ft (1 Electric damage)
THREAT LEVEL: 11 Alternate Effects: Multiple Targets - 2 (↓1), 1 Electric
SIZE: Large/Long HEALTH: 15 damage Blast: 20ft radius (↓2)
Requirements: Bot Mode Only
MOVEMENT: 60ft Ground (Bot Mode); 90ft Ground
(Alt Mode) Traits: Electric, Ballistic, Integrated

STRENGTH: 6 SPEED: 14 POWERS


SMARTS: 3 SOCIAL: 5
Rolling Lightning (Free): While driving in Alt Mode,
TOUGHNESS: 18 EVASION: 25 Thrust can attempt a DIF 15 Driving Skill Test to go
WILLPOWER: 13 CLEVERNESS: 15
up on his rear wheel, exposing his electro-blaster
SKILLS nozzles and allowing him to attack with his Twin
Electro-Pulse Blasters until the beginning of his
• Acrobatics +d6 • Initiative +d6
next turn.
• Alertness +d6 • Might +d4
• Athletics +d4 • Persuasion +d4 Cycle Drones, Attack! (Free, 3/Scene): Thrust
• Brawn +d4 • Streetwise +d4 always has a squad of Cycle Drones nearby. With a DIF
• Deception +d2 • Targeting (Blasters) +d8* 13 Persuasion Skill Test, Thrust can call in another
• Driving (Land) +d8* • Languages: Cybertronian, 1d6 Cycle Drones that will arrive next turn.
Cybertronix
PERKS GEAR
Earlier is Better Than Later: Thrust always wants to Weapons: Gripping Clamps (Might integrated melee),
be the first on the scene of a fight. When in Alt Mode, Tow Line (Targeting integrated projectile), Twin Electro-
Free actions used for additional movement add 10 feet Pulse Blasters (Targeting integrated projectile)
to movement instead of 5. Additionally, exchanging Armor: Medium Armor Matrix (+2 deflective to
Free actions for additional movement is not limited. Toughness), Reflective Finish (+1 to Evasion)
Fast Conversion: Thrust spends a Free action to
convert between Bot Mode and Alt Mode. HANG-UP
Roll With It: Thrust can roll with a blow to escape Too Cool to Screw Up: Anytime Thrust Fumbles
danger. Once per turn, when Thrust takes damage, a Skill Test, he suffers ↓1 on all Skill Tests until the
he can immediately move up to 20ft away from the beginning of his next turn due to being flustered and
source of the damage. unable to focus.

Speedy Attacker: When he takes the Attack action,


Thrust can attack an additional time for each 4 Free
actions he spends.

AT TACKS The Spark Within:


Gripping Clamps (Might): +d4, Reach (1
Blunt damage)
Waspinator
Alternate Effects: 1 Stun, Maneuver The only former Predacon to be used to create
Requirements: Bot Mode Only one of Megatron’s Generals, Waspinator is
Traits: Integrated strangely comfortable becoming the cool biker
Ram (Driving): +d8, Reach (1 Blunt damage) Thrust and does not attempt to assert himself
Alternate Effects: Trip (↓1, Thrust also falls Prone) over Thrust’s programming. When the two are
Requirements: Alt Mode Only, Move at least 10ft fused in the Battle for the Spark, Waspinator
before attacking. and Thrust become Thrustinator.
Traits: Integrated

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THRUSTINATOR AT TACKS
Bolt Blaster (Targeting): +d6, Range 25ft/80ft (1
Thrustinator was created by merging Waspinator Energy damage)
with the Vehicon General Thrust, as the two shared Alternate Effects: 2 Energy damage (↓1)
the same Spark. This new version of Waspinator was Hands: 1
less hapless than the original, with a “bad boy” cool Traits: Computerized, Reload
that Waspinator had never been able to achieve on Fiery Torpedo (Targeting): +d6, Range
his own. This new comfort with his personality and 300ft/1000ft (2 Fire damage)
potential love life may be part of the reason that Alternate Effects: Blast: 30ft radius (↓1)
Thrustinator dedicated himself to correcting errors in Hands: 2
the timestream and keeping the current timeline intact. Traits: Anti-Tank, Mounted
THREAT LEVEL: 13 Unarmed Combat (Might): +d2, Reach
SIZE: Large/Long HEALTH: 16 Alternate Effects: 1 Blunt damage (↓1), Maneuver
(↓1)
MOVEMENT: 35ft Ground/35ft Aerial (Bot-Mode);
Traits: Blunt, Integrated, Martial Arts, Silent
45ft Ground/45ft Aerial (Alt Mode)
STRENGTH: 11 SPEED: 9 POWERS
SMARTS: 5 SOCIAL: 5
A Timely Intervention (1/Scene): Thrustinator uses
TOUGHNESS: 23 EVASION: 19 his understanding of the timestream to re-do an action.
WILLPOWER: 15 CLEVERNESS: 15
After a Fumble, he can re-roll the failed Skill Test.
SKILLS GEAR
• Acrobatics +d4
Armor: Medium armor matrix (+2 deflective to
• Athletics +d4
Toughness)
• Brawn +d6
• Conditioning +3 Weapons: Bolt Blaster (Targeting medium projectile),
• Finesse +d6 Fiery Torpedo (Targeting mounted projectile)
• Initiative +d2
• Intimidation +d2 HANG-UP
• Might +d4
Of Two Minds: While the Waspinator and Thrust
• Persuasion +d6
personalities usually get along, having two voices in
• Streetwise +d4
your head can be distracting. Thrustinator rolls all
• Survival +d4
Alertness Skill Tests with a Snag.
• Targeting +d6
• Technology +d6
• Languages: Cybertronian, Insecticon, English

PERKS
Insecticon: A strain of Cybertronians that can trace
its lineage back to the ancient bestial swarms,
Insecticons add an Aerial Movement type that is 10
feet faster than their Ground Movement, have a +2
bonus to Toughness, and have a permanent ↑2 to
Brawn in their Alt Modes.
Mode Conversion: Cybertronians spend a Standard
action to convert between Bot Mode and Alt Mode.
Polished to a Shine: Thrustinator keeps himself
looking sleek and shiny at all times. His ultra-gloss
finish gives him Resistance to attacks that deal
Laser damage.

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CHAPTER 7: VEHICONS

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CHAPTER
8
RUNNING A BEAST
WARS CAMPAIGN
There are many special challenges to running a
Beast Wars campaign, but the setting’s uniqueness What Makes a Beast
will ensure it is not like any other Transformers game
you’ll ever play. Here are some tips on how to keep
Wars Campaign?
things fluid, different, and exciting. This chapter While there are, of course, many similarities, Beast
contains a broad strokes overview of themes and Wars is a decidedly different animal than a standard
adventure ideas, as well as more detailed guidance Transformers campaign. The inclusion of Maximals
for GMs to introduce unique environments (and and Predacons instead of Autobots and Decepticons
their potential inhabitants), incorporate Quantum is the most obvious difference, but the broader
Surge and Time Travel events that drastically thematic differences outlined below should help
alter both characters and setting, and additional you and your players get a feel for adventuring in
campaign seeds. the strange new worlds of the Beast Wars.
The thing to consider above all when crafting any • Bitter Rivalry: The Decepticon/Predacon and
campaign is what kind of story you and your group Autobot/Maximal Wars have grown savage as
want to tell. Roleplaying is a collaborative process. both sides throw everything they’ve got at each
While as a Game Master, the setting and ultimately other in an attempt to come out on top. Because
the plot of your Beast Wars campaign are in your of this, many transport starship runs are waylaid
hands, your players are setting the characters and by raiders from enemy factions. They wind up
their whims — the very whims that may take things never making it back to Cybertron, crashing on
off in a direction you had not anticipated. While some desolate planetoid in the far reaches of
this is inherent in any RPG game scenario, there are deep space.
ways to minimize the chaos this might cause, and • Marooned: While sometimes victims of these
it starts with session zero, as described in Step 0 of starship raids are left stranded on the likes
character creation in Chapter 2 of the Transformers of Junkion or facing death by Sharkticon in
Roleplaying Game Core Rulebook. Going over the front of a tribunal on Quintessa, many times
basic themes listed below will help your players these planetoids will be devoid of sentient
create interesting, effective characters for a Beast life — Cybertronian or otherwise. Cybertronian
Wars or other Technorganic campaign. PCs can find themselves marooned on primordial
worlds inhabited exclusively by organic animal
life-forms. If the planet is Earth, these creatures
can range from ice-age or other prehistoric
species, to futuristic, speculative evolutions of
animals we know today. If the planet isn’t Earth, its
inhabitants may appear as completely unearthly
forms (see Allies, Enemies, and the Utterly Alien:

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NPC Populations later in this chapter). the threat posed by the Energon-radiation-soaked
• Deadly Delicacies: Primal worlds often have environment itself, where bots must adapt their
active crust and mantle movement, causing very natures in order to survive, far from home and
strange ores and rare energy radix to be brought to with no support. Predacons are still going to be
the surface. Raw Energon radiation can be deadly Predacons, but Maximals must become explorers,
to Cybertronians in mechanical modes. inventors, and survival experts as well as traditional
• Wrap It Up: Technorganics can protect bots from warriors fighting for what is right. What follows are
this radiation, facilitating the need for beast forms. several themes for adventures that draw on these
If the PCs or their vessel has been to Earth at some broad differences characterizing the Beast Wars
point, their beast modes can be chosen from setting that you can use to hit the ground running
there, or they can take scans of the indigenous on your next Technorganic adventure. While written
life-forms from whatever planet they happen to be for Maximal PCs, these themes are easy enough to
on. Using this second method may result in some recast for players interested in playing Predacons or
interesting alternatives (see the Alien Animal Life members of another Cybertronian faction.
Forms Tables on pp. 184–185).
WEIRD WORLDS
• It’s Personal: In the Beast Wars series, the
commanders of the doomed starcraft ejected their Any Beast Wars campaign takes place in a strange
crews’ stasis pods in orbit, leaving only a core group or alien environment. However the PCs got here,
of PCs and villains. The occasional pod made its this is where the mystery comes into play — is the
way to the surface, offering a new character into the planet covered in lava fields or some other deadly
mix, but through this device, the cast stayed limited. environmental hazard? Does the planet have secrets
Using this method in a campaign ensures the rivalry that when unlocked can change the course of
between factions will be personal. the Cybertronian Wars? Or is the planet a living,
sentient being in its own right?

About Energon
If there are enemies here, how many are there?
If the PCs are the only Maximals in this world, are
there other allies somewhere out there? For the
Energon is what all Cybertronians — including
players, everything is unknown — what lies beyond
the PCs — need to survive. Ironically, it can
the horizon, what challenges and dangers they must
destroy them if encountered in its natural
unrefined state. In this raw crystalline form,
face, where and how many enemies there are. They
natural Energon emits deadly radiation that must learn what adjustments they have to make just
can disrupt mechanical life, overloading to survive in this new environment, making do with
the circuits of any Cybertronian in robot or what they have or can salvage, and learning to rely
vehicular form. Only organic or transmetal on each other because allies are hard to come by.
coverings can shield a Cybertronian from
certain deactivation. SWISS FAMILY MAXIMAL
While deadly, Energon can also be a potent While rivalries between factions are a common
lure that makes the PCs want to stay and theme in any Transformers game, a Beast Wars
mine it. An entire campaign can revolve campaign takes that a step further. The PCs become
around Maximals or Predacons attempting to not just a fighting force but a surrogate family,
mine Energon for the war effort without the
having only each other to rely on for skills or aid.
proper resources to protect themselves or
the environment. They must craft a place to live, scrounge for any
tools or gear they need, and work together or
perish alone.
Campaign Themes
SURVIVAL OVER VICTORY
For the Beast Wars GM, themes of exploration,
mystery, salvage, and environmental challenges take Winning at all costs may sound great for a warrior,
precedence over knock-down-drag-out combats or but not when the loss of even one ally weakens your
any consideration of the Cybertronian Wars. While group immeasurably. In a Beast Wars campaign,
the villains are still very real threats even in a Beast there is seldom anyone to replace the wounded on
Wars campaign, they are nothing compared to the front line. A battle becomes a thing to survive,

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CHAPTER 8: RUNNING A BEAST WARS CAMPAIGN

not win. Combat is almost always the last resort. you may get a message home someday.
If a fight can be avoided using stealth, cunning, or This section details important features of this
diversion, the PCs are going to be better off. When new setting, like isolation, exploration, and time
battle can’t be avoided, fighting smart or retreating travel, and how to leverage them for your own
might be better than slugging it out until one side Beast Wars campaign. In particular, GMs will need
is decimated. In a Beast Wars setting, sometimes to get creative when introducing new players and
winning simply means living to fight another day. keeping the limited cast of recurring villains out of
the scrapheap.
EVERY SPARK IS PRECIOUS
A Spark is the life force of a Cybertronian — their
soul, if you will. The GM running a Beast Wars
Isolation
campaign should reinforce the belief, for Maximal It’s a big planet, and you’re stuck there. A campaign
PCs especially, that every Spark is a thing to be that can take place on any world with numerous
guarded. Whether it’s a PC or a villain, a life is well-known Autobots and Decepticons can make
a finite thing, even more so in a setting where a your players think their PCs are small cogs in
limited number of Cybertronians are involved in a massive machine. In a Beast Wars campaign,
the storylines. On a small planet with a limited however, you are on your own. Every victory is
cast of characters, PCs can’t afford to take any a cause for celebration and every loss is felt to
Spark — whether ally or enemy — for granted. If an your core.
ally is captured, they must be rescued. If an ally At the heart of such lonely desolation, there must
is lost, they must be found. If an ally is hurt, they be hope. A lot of grim determination is required
must be helped. If a stasis pod falls from the sky on the part of the players. Their characters must be
and there is any chance of a living creature within, willing to overcome any obstacle, stand tall against
it must be recovered. And if an enemy falls into the any enemy, and eventually find a way home — all
PCs’ hands, their value as a potential ally has to be while upholding their values and holding on to what
weighed against any desire for revenge. makes them who they are.

A Restricted KNOW THY ENEMY

Sandbox: Beast “Do you take me for a fool?”


Wars Style “No. I take you for a Maximal.”

“Tell my tale to those who ask. Tell it truly, —Optimus Primal and Megatron
the ill deeds along with the good, and let me be
judged accordingly. The rest… is silence.”
A Beast Wars campaign usually comes down to
—Dinobot
two factions — the PCs and their enemies. Most
likely these will be two small bands — Maximals
The restrictive sandbox of a Beast Wars campaign fighting to get home while Predacons try to destroy
has its perks as well as shortcomings. Gone are the them and rule their newfound world. In this limited
universe-shaking “save the world as we know it” scope, we go from a cast of potentially thousands in
storylines. Beast Wars stories are ones of isolation, a Cybertronian War campaign to a cast of a dozen
survival, rescue, and hopefully, one day, escape or so. When roughly half of that dozen are the
from the planet the PCs are stranded on. The big enemies, your players and their characters will get to
wins that a small band of Beast Wars PCs achieves know — and loathe — them pretty well. This makes
are more likely to be recovering, repairing, or for more nuanced storytelling — a small plot with
inventing a badly needed piece of tech; finding big emotions.
a new ally, or a safe refuge from your enemies;
For more detailed advice on playing recurring
uncovering a mystery about the world you are
villains, see “Not Just Another Bad Guy” in the
stranded on; or just finding a reason to hope that
next section.

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ADDING IN NEW CHARACTERS the players their characters are heroes. They hold
themselves to a higher standard than the villains
they fight against. If such high-minded words hold
“Attention, Maximals! My name is Dinobot. no sway over combat-loving players, or if your PCs
I have left the Predacons to join your group… are Predacons or part of another less scrupulous
as leader.” faction, keep in mind that Defeat doesn’t mean
—Dinobot death. In a campaign with a limited roster and
recurring adversaries, try suggesting the following
options for resolving combat encounters:
One challenge most GMs face when running a
limited sandbox is bringing new player characters • A Fate Far Worse: For a villain that thinks their
and NPCs into their isolated setting. This needs to infallible plans will always see a reward, having
be done in a way that doesn’t feel disingenuous their schemes thwarted hurts worse than death.
to the players and the game. When beloved PCs Those wounds are remembered and will eat at
meet their fate and their player must make a new them. Having some goody-goodies kick their
character, or when new players join the campaign, butts and send them packing is a nightmare to
how do you introduce them in a way that doesn’t a villain. And even a Maximal adversary will be
feel disingenuous or contrived? Here are a few ways disheartened and demoralized when Predacon
to bring in new PCs: PCs scrap their little science experiments and
show them who’s boss.
• They Fall From The Sky: In the traditional
• Capture Is Its Own Reward: If there is anything
Beast Wars setting a stasis pod streaks to Earth
worse for a self-aggrandizing villain than defeat,
and inside it is an ally (or villain) just waiting
it’s capture and being left to the mercy of your
to emerge.
enemies. Every time you show mercy, it will eat at
• They Have Been Here All Along: This new PC was
a villain, or their self-preservation instincts kick in
involved in the crash or other inciting incident
and they will tell you anything they know to save
that brought the PCs here, but they landed
their own chassis. For Predacon PCs, the benefits
somewhere else and just now found their way
to capturing a Maximal or other adversary are
back to the main group.
even more obvious and practical.
• They Were Once An Enemy: Like Dinobot, a new
• Make ’Em An Ally: With limited availability of
PC might have been part of the enemy faction,
friends or aid, trying to redeem a villain (or recruit
preferably someone that the other PCs haven’t
a particularly skilled but naïve Maximal to your
met before. This method brings especially fun and
own cause) is a far greater victory than destroying
challenging roleplaying opportunities, from trust
them outright.
issues to information on new locations.
• Retreat Is Defeat: If the enemy leaves, it saves
• We Came To Rescue You: The new PC or PCs
you ammo, damage, and effort. No need to pick
were sent to find out what happened to the
a fight when none is there. Follow them, and you
original PCs and ended up stranded on the planet
might even wind up in a trap!
themselves  —  bad luck, but fun storytelling.
• Every Spark Is Precious: Any fool can destroy
ENCOURAGING ALTERNATIVES TO something beautiful. Heroes preserve life in any
form because one day that enemy might become
COMBAT an ally or have a needed skill that could save
Combat is always a blast for PCs and GMs, but others. Villainy is not eternal and there is always a
the isolation of a Beast Wars campaign setting chance at redemption.
discourages sending too many characters to the
scrapheap.
Even when a GM concentrates on non-combat
encounters and challenges, eventually there will
be fighting to be had. If your PCs are Maximals or
part of another Autobot faction, you might remind

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CHAPTER 8: RUNNING A BEAST WARS CAMPAIGN

Exploration Is The Game EXPLORATION EXPEDITIONS


Here are a few basic examples of exploration
“You wanted exploration, and here we are on missions that do not even feature known enemies:
an unknown planet. What more do you want?” • Identify the 1d6 objects that fell near the PCs’
base to see if they could be useful — or dangerous.
“Well — call me picky — but a working spacecraft
• The PCs are picking up strange power readings
might be nice.”
from a distant location. The area between there
and the PCs’ base must be explored so the
“Just no pleasing some people.”
readings can be investigated.
—Optimus Primal and Rattrap

When running a campaign in an unknown or


unexplored environment, everything is dangerous.
The PCs can’t make a camp without exploring
the surrounding area. Failure to do so could
mean they’d be camping next to the lair of a
dangerous creature, an active volcano, or some
otherworldly feature that might destroy them or their
limited supplies.

YOUR BLANK CANVAS


As a GM, exploration can make your job easier by
adapting the unknown terrain to introduce anything
you like. If you want to feature a fight on a narrow
bridge over a chasm, the PCs find one just as the
enemies find them. The unknown is your playground
as a Game Master and part of your engaging
adventure-making toolbox. This can rarely be
achieved in the Transformers RPG’s default setting,
where GPS and satellite maps are commonplace.
If your players enjoy exploring the unknown,
entire sessions can be devoted to activities like:
• mapping areas,
• plotting safe routes through dangerous terrain,
• locating needed resources,
• or even finding a new ally among fallen
space debris!
Exploration lets you, as a GM, run mysteries,
survival missions, foraging missions, and scouting
missions. Exploration themes also always give you a
way to incorporate new allies, villains, threats,
or challenges without it looking like you’re
railroading the players’ choices.
As you prepare exploration elements in your
game, work with your players on which aspects
they enjoy. Some players are delighted to track their
resources and reveal each hex on a board, while
others may find it tedious.

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• The PCs finally installed a device to help com- • The Ripple Effect: Changes made to time might
signals cut through the ambient radiation, not be sudden but instead travel like a wave
but some local creatures keep damaging the rippling through time.
communication boosters. Where the creatures are • The Many Worlds Effect: Any change to time that
coming from must be determined, as well as what occurs creates a new timeline independent of
can be done to deter or stop them. the original.
All the above examples can easily have villains For more time-travel rules for Essence20 games,
inserted to slow, thwart, or ambush the PCs while check out The Power Rangers Roleplaying Game: A
they’re on a mission to complete the needed tasks, Jump Through Time.
and all can result in the discovery of a bigger
mission or more urgent problem than what the PCs
were already dealing with. Allies, Enemies, and
EXPLORING TIME AND SPACE the Utterly Alien:
NPC Populations
“Say goodbye to the universe, Maximals! The
future has changed, yes! The Autobots lose! Evil Allies
triumphs! And you — you no longer exist!”
A typical Beast Wars campaign involves a limited
—Megatron number of Cybertronians in an isolated setting.
While there may not be much in the way of allies or
Time travel plays a major part in the Beast Wars. The reinforcements from Cybertron, support can come
Maximals were distant descendants of the original from other life-forms.
Autobots from 300 years after the time of Optimus
Prime. Their transwarp drive accident sent them back HUMANS AND HUMANOIDS
to prehistoric times, where they fought for the future Human and humanoid allies and villains can be
in the past. Time travel can be brought into play in the source of many a storyline — the rescue of
your Beast Wars campaigns as well — either through human allies, guarding human innocents, stopping
the use of a malfunctioning transwarp drive, a Space a villainous human scientist, mogul, or warlord and
Bridge accident, a quantum artifact, or anything else their nefarious plans can all make great campaign
that might induce a quantum surge (see the section motivators. These campaigns can go all the way
on Quantum Surge Events within this chapter). towards protecting a world which Cybertronians
Time travel stories have myriad paradoxes and and humans share, or even saving humanity itself.
other complications that don’t universally apply. Nebulans: These humanoid beings hail from an
When making time travel stories, decide which advanced galactic society. They have both a knack
limitations apply and use them consistently. Here for and a central nervous system geared towards
are some common time-travel paradoxes for biomechanical interface. The Nebulans are responsible
potential complications. for co-developing modifications such as the
• Consistency Paradox: This paradox is a self- Headmaster and Targetmaster symbiotic connection
contradictory situation where an event or action between humans and Cybertronians. Nebulan allies
from the future changes the past in a way that the could help the Maximals or Predacons make use of
original future is now impossible. their scarce resources to modify and enhance their
• Persistence Of Self: The time-traveling PCs are warriors. Bots with Beast Forms such as Scorponok
protected from changes in time, causing them to were made into headmasters and placed under the
have memories that no one shares of events that joint control of the bot and their Nebulan operator.
have no longer occurred. G.I. JOE: The G.I. JOE team is an international
• Predestination Paradox: The PC’s actions in the elite covert operations unit that draws upon special
past were always meant to be — the future always forces from all branches of the military worldwide.
hinged on them going back in time to do them. G.I. JOE’s main antagonist is COBRA — a shadow
organization bent on ruling the world.

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CHAPTER 8: RUNNING A BEAST WARS CAMPAIGN

In many stories, G.I. JOE has worked with the NO VILLAIN OF THE WEEK
Autobots in the interest of world peace while Since there are only a few villains, they’re going to
COBRA coordinated with the Decepticons for global be recurring. This will let your PCs develop rivalries
domination. It’s not too far-fetched to reframe such with some and despise others as their nemesis. As
stories to feature the Maximals and Predacons working a GM, this is going to let you have a lot of fun with
with JOE and COBRA. Imagine mammal-based your villains. After all, you get to play them all. No
Maximals like Cheetor working with the G.I. JOE’s Tiger longer are they pop-up targets for your favorite PCs to
Force, helping them track down a hidden Predacon mow down. You will learn the best use, combos, and
base deep in the rainforests of Indonesia. Or COBRA teamwork of your villains to truly make them a threat
joining forces with Predacons to achieve a world- whose powers increase even as the PCs progress.
threatening power grab (though both forces would likely
turn on each other when the time was right). Keep in mind, Beast Wars villains are not the fight-
to-the-last-bot type. These slimy curs will flee when
For more on how to incorporate G.I. JOE and it looks like they’re losing. If their plan founders,
Transformers Roleplaying Game elements, see the they run. If they get hurt, they try to get to safety.
Essence20 Field Guide to Action & Adventure. If they are captured, they will give up anything
to escape.
ANIMAL ALLIES
A Beast Wars campaign with its limited setting and
PCs in a Beast Wars setting looking for allies may
cast makes villains almost as important as the PCs.
find them in the form of local animals. Animals can
It will take only a few game sessions before every
be great lookouts. They could show the PCs the best
player knows the names and personalities of your
way to navigate dangerous terrain and help them
villains, so don’t hold back. Use the following advice
find resources or safe hiding places. Some animals
to make your antagonists over the top and fun.
could be trained for simple tasks or even just
observed to provide useful information. MORE BARK THAN BITE
Chapter 1 includes rules for adding Pets to your
game, and several character options in Chapter 2
“Ahh, a treacherous, under-handed sneak
make animal-Cybertronian alliances an obvious
attack. Oh-ho-ho, I like you, pussycat, yeesss.”
next step in exploring a technorganic world. Even
fully mechanical bots can apply their Animal —Megatron
Handling Skill to forge relationships with the
creatures living on the planet. Predacons talk a big game. Braggadocious, they
have an insatiable need to trip into monologue
Not Just Another Bad Guy: whether or not anyone is listening. When things
How To Play Recurring Villains start to turn bad, these villains run — but they’ll be
back just when the PCs can least afford to deal with
In the Beast Wars campaign, there is a limited them. Instead of always confronting PCs directly,
stable of villains the PCs will face off against. recurring villains like to poke and needle at their
Each Beast Wars villain should be unique enemies. A robo-tick in a Maximal’s fur, they are the
and memorable with their own set of flaws, itch that the PCs just can’t scratch.
motivations, and goals. They need to feel just as
More than anything, it’s the players you want your
alive as any one of the player characters.
villain to get to, not just the PCs. The best recurring
Recurring villains always show up at the worst villains should start as just an annoyance to your
possible time. They never fight fair and always try players. The hate the players feel towards the villain
to outnumber or ambush the PCs. They don’t work should slowly percolate, building up over time. With
for anything — they steal what they need from the each tiny setback or attack, the players become more
hard-working PCs. Or if the PCs are Predacons, and more frustrated. Every taunt or brag adds to the
pesky Maximals are sure to get in the way of their pile of kindling. Every PC weakness the villain exploits
glorious plans just before they come to fruition, then eats at the players until they’re ready to explode.
smugly going on about “values” and “science” and When that happens, you’ll know you have done your
blah blah blah. job as a GM — you’ve made a true villain.

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BUILDING A STAR VILLAIN make them flee? The weakness is an Achilles heel
for your villain, and once the players learn it, the
more their PCs can exploit it.
“Sometimes deception is the better part • Personality: Make a few notes that help you run
of valor.” the villain the same way every time. What are their
—Megatron quirks? Do they have an accent, make buzzing
sounds when they talk, like to talk about burning
things? Whatever you note, play them consistently
Should you use the same rules for your recurring
to make the villain more real to the players.
villains as you do for the heroes? This is a big
Remember you can add in a quote or catchphrase
question for a Beast Wars GM. It can be a double-
they use as well; see Table 8-3: Single-Part
edged electro-sword because the PCs are supposed
Catchphrase Table and Table 8-4: Mix and Match
to be the protagonists of any RPG session, but they
Catchphrase Table for inspiration.
can only stand out by overcoming truly memorable
and spectacular obstacles. With just these few notes you can turn any basic
baddie into a memorable villain that has your
The villains in a Beast Wars campaign are a
players seething anytime they show up.
limited cast — perhaps around six to seven of
them. Those villains need to be around to thwart
the heroes until the campaign’s epic conclusion.
They need to shine — just slightly less brightly
Uncanny Aliens
than the PCs.
Alien Animal Life Tables
Rather than building your villains as you would
a PC, consider using the following to craft a little Just like on Earth, life on alien worlds will develop
in-depth write-up for each villain that goes beyond to meet the environmental requirements of their
a general description of their abilities, Powers, and specific planet. Animals born on a planet with
Hang-Ups. With a limited cast of villains, a page higher gravity will be stout and carry their center
write-up for each is not a lot of prep work for a GM of gravity lower to the ground, while those hailing
and will pay dividends throughout the campaign. from a methane environment might inflate to sail
We need the following in our villain write-ups: the winds over the gas vents.

• Description: One or two lines describing the Using the Alien Animal tables allows you to
appearance of the villain. Make it memorable. quickly generate not only what type of animal is in
the area for your bot to take the form of but also the
• Motivations: What drives the villains to do
qualities they most embody. Since these are alien
what they do? Do they seek power, have an
animals, any combo is viable. First roll on Table
overwhelming sense of greed, or nurture a
8-1 to generate a basic type for your alien animal
seething anger that drives them against the PCs?
and then, depending on how PCs interact with
What motivations do you choose to make them
these creatures, roll on Table 8-2 to determine more
strong, even if a bit misguided?
specific properties these creatures have.
• Goals: What does the villain hope to accomplish
with their villainy? Rule the planet, destroy every TABLE 8-1: ALIEN ANIMAL TYPE TABLE
enemy, scrap the bot that killed their friend?
D12 TYPE NUMBER OF PROPERTIES
Remember, most villains don’t see themselves
as being in the wrong. Villains, like most of us, 1 Avian Wings + 2 more

think they are doing the right thing, or they’re past 2–3 Mammal (small) 3
caring about right or wrong and want vengeance 4–6 Mammal (large) 3
for some slight (imagined or otherwise). 7 Amphibian 3
• Weaknesses: What might throw a villain off their 8–9 Reptile Scaley +3 more
game or blind them to reality? Does the villain care
10–11 Insect 3
for or love something? Is the villain just too vain
12 Fish Swimmer AND
to ever think they could be wrong? Is the villain Water-Breather +2 more
stubborn, never adjusting a plan even though it is
failing? Does the villain fear something that would

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TABLE 8-2: ALIEN ANIMAL PROPERTIES TABLE


2D20 PROPERTY ABILITIES
2 Wings Has the ability to fly, but must still land on occasion.
3 Skitters Faster than lesser-legged beings (if a little creepy).
4 Capable Hands Can manipulate fine devices with paws or hands.
5 Prehensile Limb Or Tail Has an appendage that grants balance or extra limb.
6 Eight-Legged More stable and better at climbing.
7 Claws Has built-in weapons to defend itself with.
8 Fangs Has a bite attack it defends itself with.
9 Scaly Has scaly skin as protection.
10 Slithers Moves via motion along surfaces it has contact with, including vertically, like a
snake or worm.
11 Heat Sense Can see the variation in heat sources even in darkness and through other objects.
12 Scent Has an enhanced sense of smell.
13 Water-Breather Breathes water instead of air.
14 Swimmer Moves well in water.
15 Gas Bladder Can fill with gas and float or fly as a movement.
16 Poison Or Toxin Be it an envenomed bite, toxic skin excretions, or even a poison sting.
17 Tusks Or Horns Has natural weaponry.
18 Quadruped Sturdy and stable.
19 Enhanced Sight Can see at extreme distances.
20 Stealthy Can hide or move quietly.
21 Natural Climber Can climb as well as it can walk.
22 Fur Or Feathers Soft pelts or beautiful plumage helps it blend in with its environment.
23 Quick Reflexes Extremely fast reactions.
24 Lots of Limbs These could be tentacles or arms granting enhanced grip and lifting or manipulating
multiple objects.
25 Beak Sharp natural weapon and mouth.
26 Enhanced Hearing Can hear at great distances and on different frequencies.
27 Thick Hide Extremely protective in the environment and in combat.
28 Dexterous Has great balance, movement, and agility for dodging or jumping.
29 Plodding Slow, deliberate steps that shake the ground.
30 Bulky Heavy and hard to injure.
31 Night Sight Can see well in darkness.
32 Exoskeleton Hardened armor offers the ultimate in protection, but breakage spells disaster.
33 Antennae Extremely sensitive paired appendages.
34 Proboscis Or Trunk An elongated appendage used for feeding, either as a prehensile trunk or like a straw.
35 Defensive Spray Emits stink, ink, toxin, or other defensive liquid to deter or confuse attackers.
36 Brawn Extremely strong.
37 Natural Camouflage Color pattern or ability to change colors for purposes of hiding or blending into
surroundings.
38 Eyes Everywhere Can perceive multiple directions at once or by sound or some other
extrasensory ability.
39 Spikes, Spines, Or Quills Sharp protrusions that are used for defense.
40 Bioelectrical Can produce a charge that is used for both attack and defense.

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Unearthly Villainy The venerable and bizarre Quintessons are older
than the Cybertronians themselves — and just may
Aside from the Predacons, the Maximals or other have created them. Judge, jury, and executioner,
PCs must deal with powerful enemies whose the Quintessons will scheme behind the scenes,
agendas transcend both the Cybertronian and seeming to help the PCs accomplish something
Beast Wars. while the many-faced beings are actually using
The Vok them for their own ends. Like the Vok, the
Quintessons see themselves as gods and view all
The mysterious Vok are an ethereal alien species
other species as lower life-forms. For them, the PCs
existing as pure energy. Free from the constraints
are nothing but puppets to be manipulated.
of physical matter, they exist outside of time and
space as we understand it. Seeing themselves as In Play: While they come across as threatening
gods, these aliens use primordial worlds to conduct and all-powerful, Quintessons are often cowards
bizarre terraforming research in an attempt to when left to their own devices. They hide behind
steer the evolution of intelligent life. The unfeeling their legions of deadly beast machines, the
Vok use sanctioned emissaries such as indentured Sharkticons and Allicons. These minions follow a
Predacons or beast-machine servants along with pecking order, and if confronted with a beast more
automated weapons to objectively test the life-forms intimidating than the Quintessons, the Sharkticons
in their terraformed zones. The Vok are not afraid to and Allicons will turn on their masters — a weakness
declare an experiment a failure, sanitize the area by that the PCs would do well to exploit.
destroying all life, and begin again. Vehicons
In Play: These powerful beings are technologically
superior to any previously encountered species
in the galaxy and will treat the PCs as if they are “If they live, it is a terrible half-life.
inferior life-forms, no matter how sophisticated The Vehicons represent war without
they may be. They will be a huge thorn in the PCs’ conscience. They are not warriors; they are
side — especially if players find themselves trapped merely weapons.”
in one of their terraforming experiments. —Sunstorm

The Quintessons

“Feed him to the Sharkticons.”


—Quintesson Prosecutor

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CHAPTER 8: RUNNING A BEAST WARS CAMPAIGN

The Vehicons are a Predacon or Decepticon leader’s TABLE 8-4: MIX AND MATCH
legion of cloned military drones. Unintelligent CATCHPHRASE TABLE
machines are remotely operated by a Decepticon/ D20 RESULT THE SET UP THE PAYOFF
Predacon commander or by a Vehicon general.
1 Let’s get… … prehistoric.
These generals have the same chassis as the drones
but are sentient bots with their own Sparks. 2 Looks like … pretty.
somebody’s feeling…
In Play: Decepticon and Predacon commanders 3 Is somebody being… … activated.
use Vehicons to bolster their forces. They are often
4 I’m feeling… … dangerous.
sent in first to wear down an enemy for a proper
5 Time to get… … scrappy.
Decepticon/Predacon attack. Other tactics include
sending in endless waves of these mindless drones 6 I need to be… … busy.
until the enemy is trapped and/or beaten, leaving 7 Life is… … wild.
the Decepticons/Predacons free to perform other 8 Don’t hate me … speedy.
dastardly tasks elsewhere. They also work well as because I’m…
expendable scouts and for other diversions. 9 I know I’m… … notorious.
10 I love being… … loud.
Catchphrase Tables 11 My way is… … hostile.

Every Cybertronian — no matter their 12 I guess we’re… … ready.


affiliation — needs a battle cry, a quip, a personal
motto, or a catchphrase to make them stand out
from their fellow robots in disguise. The following
Quantum Surge
tables provide a way to quickly generate a
catchphrase or at least give some inspiration. You
Events
can use the Single-Part Catchphrase Table by rolling By now, you understand the threats characters in a
1d12 or the Mix and Match Catchphrase Table by Beast Wars setting face from without and how the
combining a setup and payoff result or rolling 2d12 isolation of the setting affects what kinds of missions
and taking a result from each column. a stranded group of technorganic Cybertronians
might undertake. But beyond their unique
TABLE 8-3: SINGLE-PART relationship to their environment, technorganic
CATCHPHRASE TABLE bots are also susceptible to Quantum Surge events
and other forces that can drastically alter their
D12 ONE-LINER
very forms.
1 Well, melt my manifold.
Throughout this book, stat blocks for popular
2 A dent today keeps the mechanics away.
characters have been given deviations, hypothetical
3 I’m in for the long haul.
upgrades reflecting how they might be altered
4 If it ain’t broke, I’ll break it. from their canon forms to reflect the new abilities
5 Honor can not be repaired. available to Transmetal and Transmetal II characters.
6 Stick it in your exhaust. The following section provides general guidance
7 Looks like somebody needs a tune-up. for upgrading or altering characters and NPCs in
your own campaigns to make use of these features.
8 As long as one Spark remains, we are
not defeated. As you modify and upgrade, use the mechanical
9 Grinding gears and denting rears.
benefits from Chapter 2 on enemy stats to reflect
these changes.
10 I’m the bot they warned you about.
11 When in doubt, autofire!
12 You couldn’t polish my Chrome.
What is a Quantum Surge?
To understand a Quantum Surge, you must first
understand the concepts of transwarp and Unspace.
Transwarp drives allow travel through Unspace,

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an empty void that exists outside the space-time • Mobility Mode: Transmetallation can also create
continuum. Technology such as transwarp drives an additional mode for Cybertronians, one that
and space bridges use Unspace to cross immense combines their beast mode with mobility-based
distances in relatively no time. The power needed hardware. For example, a bot with a ground-based
to tap into Unspace is staggering, and destroying a mammalian beast form might find themselves
device that is slicing through dimensions while it with a third mode composed of their beast form
is actively using that power can cause an immense equipped with wheels, wings, or fins.
backlash of energy we call a Quantum Surge. • Weapons Upgrade: Transmetals also modify a bot’s
A Quantum Surge is an energy wave caused superstructure to create additional built-in weapons
by the detonation of a transwarp bomb or an packages. These weapons allow the transmetal to
overloaded transwarp engine. Quantum Surges can discharge additional energy as needed.
have strange effects, including the Transmetallation
of Cybertronians, and can have dire consequences Protection From
Transmetallation
for organic beings as well. Roll once on the
Quantum Effects Table to determine the intensity
of the Surge Event as well as its Transmetalization
The shielding in a medical CR chamber will
Effects, Meta Effects, and Organic Effects. Bots protect a Cybertronian from the effects of
affected by a Quantum Surge event lose their ability a Quantum Surge. With some work, time,
to blend in with the general animal or vehicle resources, and know-how, this shielding can
population in their Alt Modes. be applied to other structures as well.

Transmetal Upgrades
An amorphous metal, transmetal alloy is infused
Transmetals II
with quantum energy during a Quantum Surge Cybertronians who are alloy-altered and rewritten
event, giving it unique properties. Transmetallization to a more advanced degree than in standard
of a Cybertronian’s frame comes with positive and Transmetallation become Transmetals II. Instead of
negative aspects. the inverted mode appearance shift of a Transmetal
mutation, Transmetal II alterations are marked by a
• Appearance and Strengths: These mutations cause
patchwork blend of metal and organic components
a mode-based inversion, modifying a Cybertronian’s
in all modes. As a result, Transmetal II bots can
beast form to give it a more mechanized appearance
appear asymmetrical and even monstrous. They may
while adding organic components to their Bot
also gain any of the following abilities in addition to
Mode. While this has the effect of rendering their
those of a standard Transmetal.
beast mode unusable as a disguise — they can no
longer blend in with a planet’s native fauna — it • Intangible Form: Some Transmetal II bots can
enhances their power levels and increases their leave their physical form and enter another robot.
imperviousness to energy weapons. While they can’t control their new host, they can
• Energon Invisibility: Transmetal upgrades influence their host’s behavior.
can make you undetectable to the Vok, the • Rapid Healing: Transmetal II alloys are self-
Quintessons, and energy-based lifeforms. regenerating, allowing for rapid repair of damage.
• Energon Radiation Absorption: Transmetallation • Telekinesis: Many Transmetal II bots find
protects Cybertronians from raw Energon themselves able to move and hurl objects with
radiation by absorbing the radiant energies and only the power of their microprocessors.
transforming them into additional power reserves.
The transmetals can only handle a steady rate One Stop Quantum Surge
of absorption, however — a Transmetal bot that
goes too deep into an Energon core or mine
Updates
may suffer an overload in the form of a rapid To quickly and easily modify characters and
shedding of Energon energies that can destroy threats with the chaotic nature of Quantum Surges,
either the Cybertronian or everyone in the start by rolling on Table 8-3: Quantum Surge
immediate vicinity. Effects Table, then apply the modifications in the
matching section.

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CHAPTER 8: RUNNING A BEAST WARS CAMPAIGN

The Meta and Organic effects entry for each type • Choose to gain +3 Health
explains how the character experiences time shifts • Gain a new General Perk of your choice
from the transformation and what happens to nearby • You may gain a new restricted weapon or apply
organics affected by the Quantum Surge. Keep in a restricted weapon upgrade to one of your
mind that the exposure to the Surge’s Meta effects character’s attacks.
can vary wildly in how it affects the Cybertronian.
When you finish applying the modifications, META AND ORGANIC EFFECTS
the character’s Energon Points reset to their new Roll a d2. On a 1, time shifts forwards while on
maximum allowance. a 2, it moves backwards for d20 decades in the
character’s perspective.
TABLE 8-5: QUANTUM SURGE EFFECTS
1d6 organics do not survive the Quantum Surge
TABLE
or develop strange characteristics, such as those
D12 SURGE EVENT TRANSMETALLATION found in Table 8-2: Alien Animal Properties Table.
EFFECTS SUMMARY
1–2 Minor Changed appearance and
increased power levels
Massive Surge Event
3–6 Major Changed appearance, Gain three of the following:
increased power levels, and
possible additional weapons
• Increase one Essence Score by 2 and another by 1.
Add additional Skill Ranks or gain a Specialization
7–9 Massive Changed appearance,
increased power levels, in the increased Essences’ Skills
additional weapons, • +4 Health
additional armor
• Gain a new General Perk of your choice (you may
10+ Mega Transmetal II effects and
choose this twice)
changed appearance,
increased power levels, • You may gain a new restricted weapon or apply
additional weapons, a prototype weapon upgrade to one of your
additional armor, and
supernatural abilities
character’s attacks.
• Gain +2 to one Defense

Minor Surge Event META AND ORGANIC EFFECTS


Gain one of the following: All deactivated Cybertronians within d12 kilometers
• Increase one Essence Score of your choice by +1 are reformatted as Transmetals.
and add an additional Skill Rank or Specialization 1d6 organics present develop strange
in the increased Essence’s Skills characteristics, and choose two properties from
• Gain +2 Health those found in Table 8-2: Alien Animal Properties
• Gain a new General Perk Table. Alternatively, the transmetals turn them into
a Pretender (see chapter 2), android, or other mix of
META AND ORGANIC EFFECTS organic and metal.
Roll a d2. On a 1, time shifts forwards while on a 2,
it moves backwards for d20 years in the character’s Mega Surge Event
perspective.
Gain three of the following:
1d6 organics are switched with their alternative
• Increase one Essence Score by 2 and another by 1.
selves from another reality.
Add additional Skill Ranks or gain a Specialization
in the increased Essences’ Skills
Major Surge Event • +5 Heath
Gain two of the following: • Gain a new General Perk of your choice (you may
• Increase two Essence Scores of your choice by +1 choose this twice)
and add an additional Skill Rank or Specialization • You may gain a new prototype weapon or apply
in the increased Essence’s Skills a prototype weapon upgrade to one of your
character’s attacks.

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• Gain +2 to one Defense or become Resistant to Dr. Jekyll and Mr. Prime
one damage type
After an encounter with the Trans-Organics, a
• Choose one of the following: Rapid healing,
dangerous group of ancient beast-like Bots, the PCs
intangible form, or telekinesis
have been infected with a technorganic virus that
Affected Cybertronians may appear monstrous to begins rewriting their Alt Modes to beast forms.
others: gain ↑2 on Intimidation Skill Tests. When they convert, they become primal creatures
of the night, unstoppable monsters that wreak havoc
META AND ORGANIC EFFECTS upon the technological. The PCs may travel the
All Cybertronians present must attempt a DIF 15 world or universe in search of a cure, but there may
Brawn Skill Test. Those who succeed become be no way to stop this technorganic virus. Instead,
Transmetals II. Those who fail but are already they may need to learn to control their beast-form’s
Transmetals are reduced to 1 Health. Any others instinctive, violent urges, finding a balance between
who fail are Defeated, such as by being banished to beast and machine.
different times or disintegrated.
1d6 organics present are transformed, each A World With Just Bots
becoming a Pretender (see chapter 2) or a living- Cybertronian-focused campaigns can take place on
alloy cyborg resembling a protoform. far-off worlds, alternate dimensions, the deepest of
space, or a series of world-hopping jaunts. Without
Alternate Settings reference to humans or any idea of the world we
know to dilute the premise, such adventures can
For A Beast Wars fully immerse players in Cybertronian or alien
worlds and stories. Here, Decepticons face off with
Campaign Autobots on wholly alien and fantastic worlds,
in harsh environments that humankind could not
While the basic breakdown at the beginning of
survive in. In such campaigns, players not only
this chapter helps define a Beast Wars campaign
control Maximals and Predacons in their fight for
setting, that isn’t the only way to handle it. Beast
survival, they also get to explore in depth what it
Wars campaigns aren’t restricted to Earth; they can
means to be a Cybertronian. Some examples of
take place on any primeval planet throughout the
settings and premises for a bots-only campaign are
universe. Changing the setting allows you to tweak
listed below.
or completely recast the environmental difficulties
characters would face on the prehistoric Earth of THE BIGGEST OF GAME
the Beast Wars series. Maybe the PCs land on a
planet covered in Energon radiation storms that This Beast Wars setting sees all the PC Maximals
foil any rescue attempt, sending would-be saviors and Predacons awakening in a strange and savage
spiraling to their doom in the primordial jungles world with no memory of how they got there. On
below. Or perhaps this planet is sparsely inhabited this world, the two groups may start as foes, but
by survivors of other crash landings, and one soon they will need to ally with each other when
faction is attempting to increase their numbers by they discover they are all being hunted by the
experimenting with splintering their Sparks to create planet itself. Only together can they find a way
clones of themselves. But each clone is less like the to survive, and perhaps escape. This campaign is
original than the last, until someone inadvertently about survival, teamwork, looking past old grudges,
creates a monster. forging new alliances, and trying to get home.

In addition to creating new story elements A PLACE OF THEIR OWN


to follow, these alternative settings still allow
for a few reinforcements here and there — just This campaign follows the exploits of Cybertronian
enough to refresh the gaming group as PCs separatists — bots from all sects and factions that
suffer irreparable damage and are forced to do not want to participate in the struggles of
deactivate — but the PCs are essentially isolated Autobots and Decepticons, the Beast Wars, or any
from the rest of the galaxy. other type of conflict that might make them take
another’s Spark. These bots have done away with

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CHAPTER 8: RUNNING A BEAST WARS CAMPAIGN

old alliances, perhaps because of an almost species-


ending war or event, and now they work together to
search for another homeworld where they can truly
Beast Wars: Uprising
dwell together in peace. This campaign is about the Elsewhere in the multiverse, the Beast Wars
journey, exploration, and dealing with unknown looked very different. Here, the war between
threats and unwelcoming alien worlds. Autobot and Decepticon ground to an uneasy
stalemate. By the 24th Century, Cybertron
THE LAST ENERGON WARS had virtually exhausted its meager supplies
of Energon. The great Autobot and Decepticon
Energon is a nearly depleted resource. Because of a luminaries were long gone, leaving minor
destructive computer virus, much of technology has functionaries to maintain civilization. Totally
been destroyed. Now the PCs exist in a wasteland spent, with many Cybertronians nigh-
world where every inkling of Energon is worth dying immobile for lack of power, they created
for — and every piece of working tech is a treasure. Maximals and Predacons to carry on a new
The PCs may be all that is left of their faction or crew, cold war in their stead.
but until they search, they will not know for sure, But the Proto-races rejected this grim reality,
and every kilometer they scan could mean finding violently! Rather than be forced into pointless
energy or death waiting for them. Is this the end of all conflict by their forebears, some Maximals and
Cybertronian life, or is this where the next generation Predacons cast off their shackles in a Grand
rises from the ashes? This type of campaign is about Uprising. Leo Prime leads the Resistance against
grit, scrounging, discovery, and finding what was lost Autobots and Decepticons (called “Bulks”) alike
and choosing whether and how to rebuild. in a quest for justice against the decaying ranks
of yesterday’s oligarchs.
A NEW WORLD UNDER AN OLD The challenge is steep. Bulks control most
VILLAIN’S HEEL Cybertronian territory and industrial capability.
They possess greater size and firepower. Many
The PCs find themselves in a world where all have Maximals and Predacons continue to serve
bowed to the Decepticons and Predacons. Every them, seeing little alternative. But the Resistance
Autobot, Dinobot, and Maximal is either dead or is far from helpless. A critical breakthrough
has bent the knee to their new leader, a Decepticon from Megatron’s criminal Darksyder gang has
master who emerged after being missing for eons: produced the Beast Upgrade! Maximals and
Deathsaurus. He and his beast troops have ravaged Predacons, already more energy efficient than
all of known space and bent it to his will. their ancestors, could literally live off the land,
hunting mechanimals for food and utilizing
The PCs are then the only hope of having a world their cyber-metabolisms to heal without repair
not ruled by villainy. These brave few must find facilities. But will even this advantage be
others willing or convince them to rebel, until they enough? Only time can tell.
are strong enough to take on all that stands against Uprising campaigns should lean into gray
them. This campaign is about rebellion, stealth, areas. Some antagonists are Autobots who still
striking a blow against tyranny, and freeing a world think themselves heroic, merely forced into
from oppressors. compromise by circumstances. Though allies,
Maximals and Predacons have dramatically

Example Campaign:
different cultures and often clash. GMs should
utilize lesser-known Autobots and Decepticons;

Saviors From
Micromasters, with their similar size and scale
to Maximals and Predacons, make particularly
good foes.
Another Epoch Maximals and Predacons versus Autobots and
This story takes inspiration from the Transformers: Decepticons, with the fate of Cybertron hanging
King Grimlock comics storyline and adds a in the balance — this is Beast Wars: Uprising!
Beast Wars twist to the mix. Key factors in this
campaign include:

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• Setup: A local wizard, desperate for help, pulls aid them in battle to throw down their Predacon
the PCs into another world (or time period) via a oppressors. Some of the locals have the power
mystical portal – perhaps even a Quantum Surge to briefly open random doors to other times and
Event! The wizard explains that Predacons rule places and pull people or things through to their
this world with fear and pain, and that the heroes side. These have been drained of their powers
are their only hope! by the Predacon assault, using the last of their
• PCs: The PCs can be Maximals, Dinobots, or energies to transport the PCs. At least until they
Autobots from any world, dimension, or time who can be revived, the PCs are stuck here.
oppose tyranny.
• Villains: An alternative Megatron, either a Part II: Enemy Of Legend
deviation from another dimension (made by a
When all the Predacons attack, the PCs discover
Mega Surge event — see One Stop Quantum
that the leader of these Predacons is none other
Surge Updates), or one of the upgraded Megatron
than Megatron! But not the Megatron they know;
statistics found in this book. If the PCs start at a
this Alt Megatron hails from another dimension.
lower level, have Alt Megatron transition from
The battle will be brief — Alt Megatron is using
Predacon Megatron, to Transmetal, to Transmetal
it to assess the PCs’ strengths and weaknesses.
II and all the way to Vehicon to match their
During the battle, some of the Predacons will
increasing capabilities. Joining Megatron are a
focus attacks on the locals and their dwellings,
group of lackeys equal to the number of player
just to see how the PCs react. After a small
characters.
skirmish and before his troops sustain too much
• Possible Allies: Local humanoids with magic damage, Alt Megatron will call for a retreat. The
powers, such as teleportation, repair, or illusion PCs will be left to wonder why the Predacons
may aid the heroes. Also, a couple of old Autobots retreated and how Alt Megatron could have come
or Maximals in bad repair living in exile could be here. The locals will provide any information
convinced for one last battle. the PCs want, but they truly have little in the
• Further Adventures: Alt Megatron has been way of help.
building a device to take him and his Predacons
to other worlds, dimensions, or times. The device
could lead to other adventures — the PCs may Part III: Prepare For War
need to find parts to make it work, get sent to a The PCs must make plans before the next Predacon
place other than home, or try to use it and open attack. They may train the locals for battle or look
a portal that lets a new threat into the world they for more allies. There may be other groups willing to
just saved. If they are forced to destroy the portal, help, maybe even an old Maximal and/or Autobot
it might trigger a Quantum Surge. that survived the coming of the Predacons a decade
Saviors From Another Epoch takes place in ago. They can scout out the terrain, set up defenses,
five parts: or track Predacons back to their base and strike
them before they can come again. Whichever
actions the PCs choose, they have limited time — Alt
Part I: Welcome To Our Megatron plans to wipe out the PCs within the
Nightmare next three days. If the PCs are aware of their
surroundings, they may catch one of the Predacons
The PCs are ripped from their world, dimension,
spying on them. If they can capture the spy, they
or time and dropped directly into a raging fight!
can coerce the plan’s timeline from them and plan
Two unidentified Predacons are leading a flight of
accordingly. Otherwise, in three days a final battle
dragon-like organic creatures in assaulting a village
will take place — whether the PCs are ready or not.
of humanoid aliens. These locals are trying in vain
to stop the burning of their settlement. Shortly
after the PCs’ arrival, the two Predacons will flee, Part IV: It’s Scrap Or Be
leaving the locals to cheer the PCs and give them Scrapped
credit for the victory. After this, they fill the PCs in
on the Predacon threat. The PCs were drawn here Alt Megatron and his Predacons arrive, offering
by the locals who hoped the PCs would lead or the PCs a choice: turn over those who summoned

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CHAPTER 8: RUNNING A BEAST WARS CAMPAIGN

them here and join the Predacons, or be • Villains: Remnants of the Decepticons or
dismantled and left to rot like the scattered Predacons will not rest until all Sparks are either
remains of a smashed car strewn across turned to the side of evil or destroyed.
the highway. (Even if the PCs turn over the • Possible Allies: Bot survivors who don’t want
summoners, Alt Megatron will likely turn on the to get involved for fear of drawing Decepticon
PCs.) One way or another, it’s a knockdown, attention. An underground network of pacifists
no-holds-barred battle for control of this land. who refused to fight. A disillusioned villain,
If the PCs win, they free a world from Predacon broken by the smoking ruin of all they
rule. If they lose, this world may never be free, and wished to save.
without the help of the portal-summoning locals, • Further Adventures: As the PCs find more
they may never get home. When the time comes, frames, they face the choice of whether to
regardless of their previous reluctance, every escape Cybertron for a better future or to fight
ally of the PCs will join in the fight. If they took the Decepticons for what little is left of their
the time to build defenses, the battle takes place homeworld. Of course, they might find all manner
where they can be utilized. If the PCs searched for of ways to accomplish this, such as a miraculously
allies and found the old Autobot/Maximal exiles, maintained ship like the Arc or even seeking a
then they are there at the beginning; if not, they Quantum Surge event that could stop the rise of
will join in when they see the PCs fighting Alt the evil regime!
Megatron. If the PCs train the locals, they will fight Keepers of the Future takes place in five parts:
ferociously. If not, they will do their best to help in
any way they can.
Part I: Battle Of Inheritance
Part V: Aftermath And The campaign starts in media res amidst the final
battle of the war. All the PCs have fought their way to a
Beyond massive data vault and find that Sparks without frames
If the PCs do indeed win and defeat the have been secretly stored there. The Decepticons and
Predacons — including Alt Megatron — they are Predacons are making a final push toward this sacred
hailed as heroes. If they search the Predacon base, vault. The players take control of notable Autobots as
they will find a device that Alt Megatron was building they sacrifice their lives one by one to give a team of
to attack other worlds, dimensions, or times — a younger Autobots (the PCs they play in Parts 2–5) time
device that can be powered by those humanoids enough to harvest the Sparks and flee after setting the
who summoned the portal. It amplifies their power Energon of the vault to explode.
and refines it, but when used incorrectly, it could kill
them. With a bit of tinkering and the wizard’s help, it Part II: Picking Up The Pieces
could send the PCs home — on a one-way trip (or on
to their next adventure if they don’t use it right). It has been a decade of fighting and now only a few
on both sides remain. Without frames, the Sparks

Example Campaign:
will fade as their temporary storage devices begin to
expire. The PCs must not only find or salvage suitable

Keepers of frames for the Sparks, but also keep their storage
devices running in the meantime, or all is lost.

the Future Part III: Answers From The


Key factors in this campaign include:
Dead
• Setup: Mass devastation has reduced Cybertron
into a mostly-slagged ruin, and only a handful of While trying to find the means to forge new frames
Cybertronians survive. for the Sparks the PCs discover that many of the
“destroyed” Autobots are in reality just stuck in
• PCs: The PCs play some of the last survivors and
a coma-like state of a data loop brought on by a
are entrusted with the Autobot Sparks that have no
Decepticon virus used late in the war. If the PCs can
frames. They must be caretakers even as they salvage
destroy the virus, not only will their numbers soar
frames for the Sparks so they may be truly born.

TRANSFORMERS ROLEPLAYING GAME: TECHNORGANIC SECRETS 173


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with many of those thought lost, but perhaps the Part V: The Next-Gen
knowledge needed to forge the new Sparks’ bodies
will be found among the revived Cybertronians. With the villains shattered, they are now the most
hunted members of society – just as the heroes were
at the beginning of the story. As our heroes and
Part IV: The Oblivion their allies take power, they face a challenge: how
Protocol do they treat their foes? It is Autobot and Maximal
belief that no Spark is beyond redemption. Do our
The Decepticon and Predacon remnants see they
heroes uphold the traditional values that may have
will be hopelessly outnumbered with the awakening
led to the rise of the Decepticon regime, or do they
of so many Autobots, so they enact a plan of world
take a pragmatic approach to hunt down and bring
destruction that will detonate several remaining
these bots to account so that the next-gen Sparks
Energon vaults simultaneously, with enough force
can safely be born?
to destroy the planet and all on it. The PCs and the
few reawakened Autobot allies must race to stop the
detonations of the vaults.

174 TRANSFORMERS ROLEPLAYING GAME: TECHNORGANIC SECRETS


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CHAPTER 8: RUNNING A BEAST WARS CAMPAIGN

TRANSFORMERS ROLEPLAYING GAME: TECHNORGANIC SECRETS 175


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