Transformers Roleplaying Game: Difference between revisions

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{{collist|2|
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* '''Champions''' transform into sports cars, luxury sedans, and other such flashy vehicles, which gives them an edge in social scenarios.<ref name="CR">''[[Transformers Roleplaying Game Core Rulebook]]''</ref>
* '''Champions''' transform into sports cars, luxury sedans, and other such flashy vehicles, which gives them an edge in social scenarios. {{storylink|Transformers Roleplaying Game Core Rulebook|Core Rulebook}}
* '''Cutters''' transform into aquatic vehicles like boats or submarines, which lets them easily cross watery terrain or attack from unexpected angles.<ref name="CR"/>
* '''Cutters''' transform into aquatic vehicles like boats or submarines, which lets them easily cross watery terrain or attack from unexpected angles.{{storylink|Transformers Roleplaying Game Core Rulebook|Core Rulebook}}
* '''Lookouts''' convert into inconspicuous vehicles or inanimate objects, and excel at espionage and reconnaissance.<ref name="CR"/>
* '''Lookouts''' convert into inconspicuous vehicles or inanimate objects, and excel at espionage and reconnaissance. {{storylink|Transformers Roleplaying Game Core Rulebook|Core Rulebook}}
* '''Monoliths''' use heavy-duty alternate modes like trucks and vans to literally throw their weight around.<ref name="CR"/>
* '''Monoliths''' use heavy-duty alternate modes like trucks and vans to literally throw their weight around. {{storylink|Transformers Roleplaying Game Core Rulebook|Core Rulebook}}
* '''Outriders''' usually become off-road vehicles like SUVs.<ref name="CR"/>
* '''Outriders''' usually become off-road vehicles like SUVs. {{storylink|Transformers Roleplaying Game Core Rulebook|Core Rulebook}}
* '''Rainmakers''' specialize in firepower and often transform into military vehicles like tanks.<ref name="CR"/>
* '''Rainmakers''' specialize in firepower and often transform into military vehicles like tanks. {{storylink|Transformers Roleplaying Game Core Rulebook|Core Rulebook}}
* '''Seekers''' are nimble fighters who transform into jets and other high-speed air vehicles.<ref name="CR"/>
* '''Seekers''' are nimble fighters who transform into jets and other high-speed air vehicles. {{storylink|Transformers Roleplaying Game Core Rulebook|Core Rulebook}}
* '''Supports''' take the form of practical vehicles like cranes, ambulances, or helicopters. Although they're not dedicated fighters, they can use their vehicle mode equipment as an extra weapon.<ref name="CR"/>
* '''Supports''' take the form of practical vehicles like cranes, ambulances, or helicopters. Although they're not dedicated fighters, they can use their vehicle mode equipment as an extra weapon. {{storylink|Transformers Roleplaying Game Core Rulebook|Core Rulebook}}
* '''Pretenders''' are a unique group of Cybertronians capable of disguising themselves as organic creatures.<ref name="FG">''[[Field Guide to Action and Adventure]]''</ref>
* '''Pretenders''' are a unique group of Cybertronians capable of disguising themselves as organic creatures. {{storylink|Field Guide to Action and Adventure}}
* '''Armory Call''' characters become hand-held firearms or armor for other Transformers.<ref name="DD">''[[Decepticon Directive]]''</ref>
* '''Armory Call''' characters become hand-held firearms or armor for other Transformers. {{storylink|Decepticon Directive}}
* '''Drones''' may have begun as mindless soldiers, but they've somehow developed independence and unique quirks that differentiate them from their [[Drone|mass-produced brethren]].<ref name="DD"/>
* '''Drones''' may have begun as mindless soldiers, but they've somehow developed independence and unique quirks that differentiate them from their [[Drone|mass-produced brethren]]. {{storylink|Decepticon Directive}}
* '''Insecticons''' are tough fighters who become giant insects.<ref name="DD"/>
* '''Insecticons''' are tough fighters who become giant insects. {{storylink|Decepticon Directive}}
* '''Mini-Cons''' are often partnered with larger Cybertronians. However, with the ''Decepticon Directive'' sourcebook, a player can choose to roleplay as an independent [[Mini-Con]].<ref name="DD"/>
* '''Mini-Cons''' are often partnered with larger Cybertronians. However, with the ''Decepticon Directive'' sourcebook, a player can choose to roleplay as an independent [[Mini-Con]]. {{storylink|Decepticon Directive}}
* '''Monstrosities''' adopt [[beast mode]]s based on [[dragon]]s, [[Dinosaur (dinosaur)|dinosaur]]s, and other fearsome creatures.<ref name="DD"/>
* '''Monstrosities''' adopt [[beast mode]]s based on [[dragon]]s, [[Dinosaur (dinosaur)|dinosaur]]s, and other fearsome creatures. {{storylink|Decepticon Directive}}
* '''Salvaged''' Transformers, such as the [[Junkion (species)|Junkion]]s, can cobble together improvised weapons from whatever's at hand.<ref name="DD"/>
* '''Salvaged''' Transformers, such as the [[Junkion (species)|Junkion]]s, can cobble together improvised weapons from whatever's at hand. {{storylink|Decepticon Directive}}
* '''Chargers''' specialize in vehicle mode combat, using bulldozer blades and cowcatchers to flatten their foes.<ref name="EC">''[[The Enigma of Combination]]''</ref>
* '''Chargers''' specialize in vehicle mode combat, using bulldozer blades and cowcatchers to flatten their foes. {{storylink|The Enigma of Combination}}
* '''Pillars''' protect their smaller comrades by drawing enemy aggression.<ref name="EC"/>
* '''Pillars''' protect their smaller comrades by drawing enemy aggression. {{storylink|The Enigma of Combination}}
* '''Speakers''' boost morale and generate free Story Points on critical successes.<ref name="EC"/>
* '''Speakers''' boost morale and generate free Story Points on critical successes. {{storylink|The Enigma of Combination}}
* '''Fuzors''' become strange hybrid creatures. <ref name="TS">''[[Technorganic Secrets]]''</ref>
* '''Fuzors''' become strange hybrid creatures. {{storylink|Technorganic Secrets}}
* '''Behemoths''' transform into huge animals like dinosaurs or elephants. <ref name="TS">''[[Technorganic Secrets]]''</ref>
* '''Behemoths''' transform into huge animals like dinosaurs or elephants. {{storylink|Technorganic Secrets}}
* '''Carapaced''' Transformers become armored beasts like tortoises or crustaceans. <ref name="TS">''[[Technorganic Secrets]]''</ref>
* '''Carapaced''' Transformers become armored beasts like tortoises or crustaceans. {{storylink|Technorganic Secrets}}
* '''Climber/Nimble''' Transformers are cunning fighters who become agile creatures like rodents and spiders. <ref name="TS">''[[Technorganic Secrets]]''</ref>
* '''Climber/Nimble''' Transformers are cunning fighters who become agile creatures like rodents and spiders. {{storylink|Technorganic Secrets}}
* '''Flora''' Transformers adopt plant-based alternate modes, which give them additional regenerative powers. <ref name="TS">''[[Technorganic Secrets]]''</ref>
* '''Flora''' Transformers adopt plant-based alternate modes, which give them additional regenerative powers. {{storylink|Technorganic Secrets}}
* '''Flyers''' use their winged beast modes to attack from the air. <ref name="TS">''[[Technorganic Secrets]]''</ref>
* '''Flyers''' use their winged beast modes to attack from the air. {{storylink|Technorganic Secrets}}
* '''Many-Armed''' Transformers can use their extra limbs or tentacles in combat. <ref name="TS">''[[Technorganic Secrets]]''</ref>
* '''Many-Armed''' Transformers can use their extra limbs or tentacles in combat. {{storylink|Technorganic Secrets}}
* '''Primates''' are efficient climbers and can use their dexterous digits to manipulate delicate instruments while in their beast modes. <ref name="TS">''[[Technorganic Secrets]]''</ref>
* '''Primates''' are efficient climbers and can use their dexterous digits to manipulate delicate instruments while in their beast modes. {{storylink|Technorganic Secrets}}
* '''Quadrupeds''' are efficient trackers and skilled hunters. <ref name="TS">''[[Technorganic Secrets]]''</ref>
* '''Quadrupeds''' are efficient trackers and skilled hunters. {{storylink|Technorganic Secrets}}
* '''Saurian''' Cybertronians are resilient fighters with reptilian forms. <ref name="TS">''[[Technorganic Secrets]]''</ref>
* '''Saurian''' Cybertronians are resilient fighters with reptilian forms. {{storylink|Technorganic Secrets}}
* '''Slitherers''' become snakes, giant millipedes, and other such low-slung creatures. <ref name="TS">''[[Technorganic Secrets]]''</ref>
* '''Slitherers''' become snakes, giant millipedes, and other such low-slung creatures. {{storylink|Technorganic Secrets}}
* '''Swimmers''' take the form of aquatic creatures. <ref name="TS">''[[Technorganic Secrets]]''</ref>
* '''Swimmers''' take the form of aquatic creatures. {{storylink|Technorganic Secrets}}
* '''Bots''' are Transformers who lack [[transformation cog (biology)|T-cogs]]. <ref>''[[Transformers One Sourcebook]]''</ref>
* '''Bots''' are Transformers who lack [[transformation cog (biology)|T-cogs]]. {{storylink|Transformers One Sourcebook}}
}}
}}


====Roles====
====Roles====
The ''Transformers Roleplaying Game'' offers nine distinct Roles, which correspond to an overall character "class" in a game like ''Dungeons and Dragons''. A player's chosen Role dictates some of their Essence Points allotments; additionally, each Role offers at least one unique way a player can use their Energon Points. Each Role is further subdivided into at least two distinct Focuses—for instance, a Transformer who takes the "Gunner" role must choose whether to specialize as a Gunslinger or Sharpshooter. Subsequent expansions have offered further Roles and individual Focuses within preexisting Roles.
The ''Transformers Roleplaying Game'' offers nine distinct Roles, which correspond to an overall character "class" in a game like ''Dungeons and Dragons''. A player's chosen Role dictates some of their Essence Points allotments; additionally, each Role offers at least one unique way a player can use their Energon Points. As in the ''G.I. Joe'' Roleplaying Game, each Role is further subdivided into at least two distinct Focuses—for instance, a Transformer who takes the "Gunner" role must choose whether to specialize as a Gunslinger or Sharpshooter. Subsequent expansions have offered further Roles and individual Focuses within preexisting Roles.
   
   
Focuses are not locked behind faction affiliations; for instance, players wishing to roleplay as morally ambiguous Autobots are free to choose more destructive Focuses from the ''Decepticon Directive'' sourcebook.
Focuses are not locked behind faction affiliations; for instance, players wishing to roleplay as morally ambiguous Autobots are free to choose more destructive Focuses from the ''Decepticon Directive'' sourcebook.
Line 72: Line 72:
| '''Analysts''' are information warfare specialists who can manipulate the game's Initiative-based combat order by boosting up allies or suppressing enemies.
| '''Analysts''' are information warfare specialists who can manipulate the game's Initiative-based combat order by boosting up allies or suppressing enemies.
|  
|  
* '''Manipulators''' disorient their foes with [[holographic projector|holo-projector]]s and [[electro-disrupter]]s.<ref name="CR"/>
* '''Manipulators''' disorient their foes with [[holographic projector|holo-projector]]s and [[electro-disrupter]]s. {{storylink|Transformers Roleplaying Game Core Rulebook|Core Rulebook}}
* '''Spec Ops''' use charisma and deception to gain an enemy's trust... then strike when their foes least expect it.<ref name="CR"/>
* '''Spec Ops''' use charisma and deception to gain an enemy's trust... then strike when their foes least expect it. {{storylink|Transformers Roleplaying Game Core Rulebook|Core Rulebook}}
* '''Corruptors''' fool their enemies through espionage and misdirection.<ref name="DD"/>
* '''Corruptors''' fool their enemies through espionage and misdirection. {{storylink|Decepticon Directive}}
* '''Inquisitors''' gain the information they need through interrogation and coercion.<ref name="DD"/>
* '''Inquisitors''' gain the information they need through interrogation and coercion. {{storylink|Decepticon Directive}}
* '''Hubs''' keep teammates connected by acting as a mobile communications center.<ref name="EC"/>
* '''Hubs''' keep teammates connected by acting as a mobile communications center. {{storylink|The Enigma of Combination}}
|-
|-
|'''Field Commanders''' make everyone around them better—they can temporarily boost an ally's stats or inspire their teammates to take free actions.
|'''Field Commanders''' make everyone around them better—they can temporarily boost an ally's stats or inspire their teammates to take free actions.
|  
|  
* '''Ambassadors''' prefer to minimize casualties through negotiations, but will fight fiercely to protect non-combatants from harm.<ref name="CR"/>
* '''Ambassadors''' prefer to minimize casualties through negotiations, but will fight fiercely to protect non-combatants from harm. {{storylink|Transformers Roleplaying Game Core Rulebook|Core Rulebook}}
* '''Strategists''' combine their inspiring presence with clever tactics to control the flow of combat.<ref name="CR"/>
* '''Strategists''' combine their inspiring presence with clever tactics to control the flow of combat. {{storylink|Transformers Roleplaying Game Core Rulebook|Core Rulebook}}
* '''Masterminds''' lead from the rear, using cunning strategies to mislead and deceive their enemies.<ref name="DD"/>
* '''Masterminds''' lead from the rear, using cunning strategies to mislead and deceive their enemies. {{storylink|Decepticon Directive}}
* '''Tyrants''' lean on their terrifying presence in combat to intimidate enemies into surrendering—and frighten allies into obedience.<ref name="DD"/>
* '''Tyrants''' lean on their terrifying presence in combat to intimidate enemies into surrendering—and frighten allies into obedience. {{storylink|Decepticon Directive}}
* '''Team Leaders''' lead by example, fighting alongside and supporting the 'bots under their command.<ref name="EC"/>
* '''Team Leaders''' lead by example, fighting alongside and supporting the 'bots under their command. {{storylink|The Enigma of Combination}}
|-
|-
| '''Gunners''' always have the right firearm for the job—whether they're sniping foes from afar, laying down a hail of close-range covering fire, or obliterating hard targets with heavy weapons.
| '''Gunners''' always have the right firearm for the job—whether they're sniping foes from afar, laying down a hail of close-range covering fire, or obliterating hard targets with heavy weapons.
|
|
* '''Gunslingers''' adapt to the changing battlefield by rapidly switching from one firearm to another.<ref name="CR"/>
* '''Gunslingers''' adapt to the changing battlefield by rapidly switching from one firearm to another. {{storylink|Transformers Roleplaying Game Core Rulebook|Core Rulebook}}
* '''Sharpshooters''' are long range fighters who rely on single, precise shots.<ref name="CR"/>
* '''Sharpshooters''' are long range fighters who rely on single, precise shots. {{storylink|Transformers Roleplaying Game Core Rulebook|Core Rulebook}}
* '''Cannonade''' Gunners deploy explosive munitions to blow their enemies to bits.<ref name="DD"/>
* '''Cannonade''' Gunners deploy explosive munitions to blow their enemies to bits. {{storylink|Decepticon Directive}}
* '''Triggerbots''' specialize in two-handed heavy weapons.<ref name="DD"/>
* '''Triggerbots''' specialize in two-handed heavy weapons. {{storylink|Decepticon Directive}}
* '''Cannoneers''' use heavy artillery to obliterate enemy cover.<ref name="EC"/>
* '''Cannoneers''' use heavy artillery to obliterate enemy cover. {{storylink|The Enigma of Combination}}
|-
|-
| '''Modemasters''' are well-rounded fighters with enhanced [[transformation]] abilities, who can take on extra [[alternate mode]]s or link up with a smaller [[Mini-Con]] partner.  Unlike other Roles, Modemasters can choose how to allocate their Essence Score Points and Skills as they level up.
| '''Modemasters''' are well-rounded fighters with enhanced [[transformation]] abilities, who can take on extra [[alternate mode]]s or link up with a smaller [[Mini-Con]] partner.  Unlike other Roles, Modemasters can choose how to allocate their Essence Score Points and Skills as they level up.


|
|
* '''Microlinked''' Transformers have formed a symbiotic partnership with a smaller [[Mini-Con]]; as they level up, they may pair up with an additional Mini-Con.<ref name="CR"/>
* '''Microlinked''' Transformers have formed a symbiotic partnership with a smaller [[Mini-Con]]; as they level up, they may pair up with an additional Mini-Con. {{storylink|Transformers Roleplaying Game Core Rulebook|Core Rulebook}}
* '''Triple Changers''' gain extra flexibility by choosing an additional Origin.<ref name="CR"/>
* '''Triple Changers''' gain extra flexibility by choosing an additional Origin. {{storylink|Transformers Roleplaying Game Core Rulebook|Core Rulebook}}
* '''Mimics''' gradually gain Origins as they level up, until they cap out at [[Six Changer|six]].<ref name="DD"/>
* '''Mimics''' gradually gain Origins as they level up, until they cap out at [[Six Changer|six]]. {{storylink|Decepticon Directive}}
* '''Minion Masters''' may control up to four Mini-Cons, and can gain additional Mini-Cons through General Perks.<ref name="DD"/>
* '''Minion Masters''' may control up to four Mini-Cons, and can gain additional Mini-Cons through General Perks. {{storylink|Decepticon Directive}}
* '''Bonded Masters''' have been [[Binary bonding|binary bonded]] with a smaller being, either a [[Headmaster (technology)|Headmaster]], [[Powermaster]], or [[Targetmaster (technology)|Targetmaster]].<ref name="EC"/>
* '''Bonded Masters''' have been [[Binary bonding|binary bonded]] with a smaller being, either a [[Headmaster (technology)|Headmaster]], [[Powermaster]], or [[Targetmaster (technology)|Targetmaster]]. {{storylink|The Enigma of Combination}}
* '''Component Ace''' Transformers lend additional expertise to a [[combiner]] team.<ref name="EC"/>
* '''Component Ace''' Transformers lend additional expertise to a [[combiner]] team. {{storylink|The Enigma of Combination}}
|-
|-
|'''Scientists''' start with extra Energon Points, which they can use to heal and support their allies in and out of combat.   
|'''Scientists''' start with extra Energon Points, which they can use to heal and support their allies in and out of combat.   
|
|
* '''Medical Officers''' patch up injured teammates and protect them from incoming damage.<ref name="CR"/>
* '''Medical Officers''' patch up injured teammates and protect them from incoming damage. {{storylink|Transformers Roleplaying Game Core Rulebook|Core Rulebook}}
* '''Gadgeteers''' can augment their allies with advanced technology, jury-rig battlefield equipment, and take out enemy equipment.<ref name="CR"/>
* '''Gadgeteers''' can augment their allies with advanced technology, jury-rig battlefield equipment, and take out enemy equipment. {{storylink|Transformers Roleplaying Game Core Rulebook|Core Rulebook}}
* '''Cyber Engineers''' apply various stat boosts by experimenting on themselves and their fellow Cybertronians.<ref name="DD"/>
* '''Cyber Engineers''' apply various stat boosts by experimenting on themselves and their fellow Cybertronians. {{storylink|Decepticon Directive}}
* '''Elementalists''' specialize in weaponry involving one particular element, such as fire, lasers, or acid.<ref name="DD"/>
* '''Elementalists''' specialize in weaponry involving one particular element, such as fire, lasers, or acid. {{storylink|Decepticon Directive}}
* '''Counsellors''' provide psychological support for allies... or prey upon the psychological problems of their enemies.<ref name="EC"/>
* '''Counsellors''' provide psychological support for allies... or prey upon the psychological problems of their enemies. {{storylink|The Enigma of Combination}}
|-
|-
|
|
'''Scouts''' excel at gathering intelligence, marking targets, and causing havoc behind enemy lines.
'''Scouts''' excel at gathering intelligence, marking targets, and causing havoc behind enemy lines.
|
|
* '''Outriders''' rely on speed to evade their enemies.<ref name="CR"/>
* '''Outriders''' rely on speed to evade their enemies. {{storylink|Transformers Roleplaying Game Core Rulebook|Core Rulebook}}
* '''Prowlers''' use stealth tactics and silenced weapons to ambush their opponents.<ref name="CR"/>
* '''Prowlers''' use stealth tactics and silenced weapons to ambush their opponents. {{storylink|Transformers Roleplaying Game Core Rulebook|Core Rulebook}}
* '''Demolitionists''' trip up foes and destroy buildings with booby traps and explosives.<ref name="DD"/>
* '''Demolitionists''' trip up foes and destroy buildings with booby traps and explosives. {{storylink|Decepticon Directive}}
* '''Trackers''' pursue and isolate single targets across long distances.<ref name="DD"/>
* '''Trackers''' pursue and isolate single targets across long distances. {{storylink|Decepticon Directive}}
* '''Surveyors''' map out terrain, plan routes, and lay explosive traps.<ref name="EC"/>
* '''Surveyors''' map out terrain, plan routes, and lay explosive traps. {{storylink|The Enigma of Combination}}
|-
|-
| '''Warriors''' are close-range fighters who specialize in melee combat. When a Warrior takes enough damage to be Defeated, they may choose to instead lose one of their limbs and fight on with a temporary stat loss.
| '''Warriors''' are close-range fighters who specialize in melee combat. When a Warrior takes enough damage to be Defeated, they may choose to instead lose one of their limbs and fight on with a temporary stat loss.
|
|
* '''Sentinels''' emphasize defence and precision.<ref name="CR"/>
* '''Sentinels''' emphasize defence and precision. {{storylink|Transformers Roleplaying Game Core Rulebook|Core Rulebook}}
* '''Wreckers''' prefer one-on-one combat.<ref name="CR"/>
* '''Wreckers''' prefer one-on-one combat. {{storylink|Transformers Roleplaying Game Core Rulebook|Core Rulebook}}
* '''Brutes''' cut foes down to size with underhanded tactics.<ref name="DD"/>
* '''Brutes''' cut foes down to size with underhanded tactics. {{storylink|Decepticon Directive}}
* '''Shredders''' work themselves into an unstoppable rage. ref name="DD"/>
* '''Shredders''' work themselves into an unstoppable rage. {{storylink|Decepticon Directive}}
* '''Pugilists''' pummel foes into submission with their fists.<ref name="EC"/>
* '''Pugilists''' pummel foes into submission with their fists. {{storylink|The Enigma of Combination}}
|-
|-
| '''Envoys''' prefer diplomacy over violence, and this wide perspective allows them to use another faction’s specific Faction Benefit in addition to their own.
| '''Envoys''' prefer diplomacy over violence, and this wide perspective allows them to use another faction’s specific Faction Benefit in addition to their own.
|
|
* '''Alien Ambassadors''' specialize in translating languages and assisting beings from other planets, even those that don't share a common language with the party.<ref name="FG"/>
* '''Alien Ambassadors''' specialize in translating languages and assisting beings from other planets, even those that don't share a common language with the party. {{storylink|Field Guide to Action and Adventure}}
* '''Grid Psychics''' can telepathically tap into the power of the [[Morphin Grid]] to assist their allies in combat situations.<ref name="FG"/>
* '''Grid Psychics''' can telepathically tap into the power of the [[Morphin Grid]] to assist their allies in combat situations. {{storylink|Field Guide to Action and Adventure}}
* '''Military Attaches''' are combat diplomats who can handle themselves in a fight.<ref name="FG"/>
* '''Military Attaches''' are combat diplomats who can handle themselves in a fight. {{storylink|Field Guide to Action and Adventure}}
|-
|-
|'''Raiders''' take whatever they feel they're owed, through coercion, deception, or brute force.  
|'''Raiders''' take whatever they feel they're owed, through coercion, deception, or brute force.  
|
|
* '''Acquisition Experts''' combine sticky fingers with hit-and-run tactics.<ref name="DD"/>
* '''Acquisition Experts''' combine sticky fingers with hit-and-run tactics. {{storylink|Decepticon Directive}}
* '''Siegemasters''' use heavy weapons to bust bunkers and crack open fortifications.<ref name="DD"/>
* '''Siegemasters''' use heavy weapons to bust bunkers and crack open fortifications. {{storylink|Decepticon Directive}}
|}
|}
===Differences from other Essence20 games===
While the underlying fundamentals of the Essence20 system remain the same between settings, ''Transformers'' differs from its predecessors in a number of ways. Most obviously, the player characters can all <s>[[transformation|transform]]</s> [[Trademark|Convert]], changing forms from "Bot Mode" to "Alt Mode" as a Standard Action, and changing their movement speed, size and [[articulation]] as they do. As a result of this, characters are not Common-sized by default as they are in other settings; the Origins listed in the Core Rulebook range from Common to Huge in size, with a majority being at the midpoint of Large.
The robotic nature of the player characters is also represented through the Hardpoint system; by default, each character possesses two External Hardpoints (which is to say, hands) and two Integrated Hardpoints. While weapons can be carried in both kinds of Hardpoints (though Integrated weapons don't have to be drawn to be used), only Integrated Hardpoints can be installed with Support Equipment (such as tow cables, ladders and rotor blades), which provide different bonuses in Bot Mode and Alt Mode. Similarly, where Power Rangers have "Morphed shells" that grant a flat bonus to their defenses and G.I. Joe members requisition individual suits of battledress, Transformers cannot wear armor, instead installing Armor Upgrades directly into their chassis.
Where each Influence in ''Power Rangers'' and ''G.I. Joe'' came with its own Hang-Up, ''Transformers'' decouples them from each other; instead, there is a standalone pool of Hang-Ups, with each Influence having a number of suggested Hang-Ups that pair well with them conceptually. The subsequent ''My Little Pony'' roleplaying game would return to the individual Hang-Ups, while the ''{{w|Welcome to Night Vale}}'' setting would follow Transformers' lead of having a separate pool.
In addition to the collective pool of Story Points that all Essence20 settings include, which allow players to gain advantage on important rolls or re-roll particularly bad ones, ''Transformers'' gives each player a pool of [[Energon]] Points (analagous to the Personal Power pool of ''Power Rangers'') which can be spent to gain minor benefits, activate certain abilities, or create [[Energon weapon|Energon tools]] that last for a single scene. Unlike Story Points, Energon Points represent a tangible in-universe resource, and replenish over time or through siphoning from Energon sources.


===Perks and levels===
===Perks and levels===

Revision as of 23:20, 20 September 2025


Are you prepared for all of those shabby impersonations of beloved characters? Are you?

The Transformers Roleplaying Game is a tabletop roleplaying game created by Renegade Game Studios. It was first teased in the summer of 2020[1], and officially announced on September 1, 2021. The game was digitally released on August 2, 2022, followed by a physical release on October 11.

The game sees players create their own Autobot characters and wage their battles to destroy the evil forces of the Game Master Decepticons. (Or vice-versa!)

Gameplay

The Transformers Roleplaying Game makes use of Renegade Game Studios' own Essence20 system, which is also used in their other Hasbro-licensed games, including their Mighty Morphin Power Rangers, G.I. Joe, and My Little Pony roleplaying games; as such, characters from the different games can theoretically be mixed and matched for crossover campaigns. Renegade has also noted that the game "lends itself to cinematic action and cooperative roleplaying experiences, by using a character's background along with mechanics to incorporate unique character flaws", as well as a "Story Point" system which will be rewarded to players for finishing missions, performing daring heroics, and roleplaying.

Essence20 uses a system based on the d20 (20-sided die) and what they call a "skill die", which ranges from a d2 to d20. By rolling these dice, a player must exceed the numerical difficulty of the task at hand to succeed. The finer points of this mechanic are designed to "[lead] to more chances for [critical successes] and more opportunities for great roleplaying incorporating them".

Character creation

Skills are based on Strength, Speed, Smarts, and Social, referred to as "the 4 S's". First level characters begin with 16 Essence Points—four of these points are automatically assigned based on the player's choice of Origin, Role, and Focus, while the remaining twelve may be allocated at the player's discretion.

When creating a new character, players may freely combine most Influences, Origins, and Roles at will. This provides players with an "amazing depth and breadth to the variety of characters [they] can create",[2] and allows for some charmingly outlandish combinations.

Influences

Influences flesh out a character's backstory and provide players with inspiration for a character's personality, appearance, and traits—these include former professions such as "Gladiator", or "Refinery Laborer", personality traits like "Skeptic" and "Stargazer", or the presence of additional body augmentations, such as "Experiment" or "Binary Bonded". These Influences may provide minor stat boosts or a chance to re-roll specific failed skill tests. Each Influence comes with several suggested Background Bonds, which players can select at will to add some additional flavor to their in-character roleplaying.

A player must take at least one Influence, and may take up to three; however, for every Influences they select after the first, they must choose a Hang-Up, which permanently impacts their character's stats or raises the chance of failing specific skill tests.

Origins

In the Transformers Roleplaying Game, a character's Origin generally corresponds to a Cybertronian's alternate mode or physical construction. A character's Origin also determines factors such as their size, starting health pool, movement speed, and overall Essence Points distribution. The Core Rulebook features the first eight Origins listed here; subsequent sourcebooks have added at least one Origin each.

  • Champions transform into sports cars, luxury sedans, and other such flashy vehicles, which gives them an edge in social scenarios. Core Rulebook
  • Cutters transform into aquatic vehicles like boats or submarines, which lets them easily cross watery terrain or attack from unexpected angles.Core Rulebook
  • Lookouts convert into inconspicuous vehicles or inanimate objects, and excel at espionage and reconnaissance. Core Rulebook
  • Monoliths use heavy-duty alternate modes like trucks and vans to literally throw their weight around. Core Rulebook
  • Outriders usually become off-road vehicles like SUVs. Core Rulebook
  • Rainmakers specialize in firepower and often transform into military vehicles like tanks. Core Rulebook
  • Seekers are nimble fighters who transform into jets and other high-speed air vehicles. Core Rulebook
  • Supports take the form of practical vehicles like cranes, ambulances, or helicopters. Although they're not dedicated fighters, they can use their vehicle mode equipment as an extra weapon. Core Rulebook
  • Pretenders are a unique group of Cybertronians capable of disguising themselves as organic creatures. Field Guide to Action and Adventure
  • Armory Call characters become hand-held firearms or armor for other Transformers. Decepticon Directive
  • Drones may have begun as mindless soldiers, but they've somehow developed independence and unique quirks that differentiate them from their mass-produced brethren. Decepticon Directive
  • Insecticons are tough fighters who become giant insects. Decepticon Directive
  • Mini-Cons are often partnered with larger Cybertronians. However, with the Decepticon Directive sourcebook, a player can choose to roleplay as an independent Mini-Con. Decepticon Directive
  • Monstrosities adopt beast modes based on dragons, dinosaurs, and other fearsome creatures. Decepticon Directive
  • Salvaged Transformers, such as the Junkions, can cobble together improvised weapons from whatever's at hand. Decepticon Directive
  • Chargers specialize in vehicle mode combat, using bulldozer blades and cowcatchers to flatten their foes. The Enigma of Combination
  • Pillars protect their smaller comrades by drawing enemy aggression. The Enigma of Combination
  • Speakers boost morale and generate free Story Points on critical successes. The Enigma of Combination
  • Fuzors become strange hybrid creatures. Technorganic Secrets
  • Behemoths transform into huge animals like dinosaurs or elephants. Technorganic Secrets
  • Carapaced Transformers become armored beasts like tortoises or crustaceans. Technorganic Secrets
  • Climber/Nimble Transformers are cunning fighters who become agile creatures like rodents and spiders. Technorganic Secrets
  • Flora Transformers adopt plant-based alternate modes, which give them additional regenerative powers. Technorganic Secrets
  • Flyers use their winged beast modes to attack from the air. Technorganic Secrets
  • Many-Armed Transformers can use their extra limbs or tentacles in combat. Technorganic Secrets
  • Primates are efficient climbers and can use their dexterous digits to manipulate delicate instruments while in their beast modes. Technorganic Secrets
  • Quadrupeds are efficient trackers and skilled hunters. Technorganic Secrets
  • Saurian Cybertronians are resilient fighters with reptilian forms. Technorganic Secrets
  • Slitherers become snakes, giant millipedes, and other such low-slung creatures. Technorganic Secrets
  • Swimmers take the form of aquatic creatures. Technorganic Secrets
  • Bots are Transformers who lack T-cogs. Transformers One Sourcebook

Roles

The Transformers Roleplaying Game offers nine distinct Roles, which correspond to an overall character "class" in a game like Dungeons and Dragons. A player's chosen Role dictates some of their Essence Points allotments; additionally, each Role offers at least one unique way a player can use their Energon Points. As in the G.I. Joe Roleplaying Game, each Role is further subdivided into at least two distinct Focuses—for instance, a Transformer who takes the "Gunner" role must choose whether to specialize as a Gunslinger or Sharpshooter. Subsequent expansions have offered further Roles and individual Focuses within preexisting Roles.

Focuses are not locked behind faction affiliations; for instance, players wishing to roleplay as morally ambiguous Autobots are free to choose more destructive Focuses from the Decepticon Directive sourcebook.

Role Focuses
Analysts are information warfare specialists who can manipulate the game's Initiative-based combat order by boosting up allies or suppressing enemies.
Field Commanders make everyone around them better—they can temporarily boost an ally's stats or inspire their teammates to take free actions.
  • Ambassadors prefer to minimize casualties through negotiations, but will fight fiercely to protect non-combatants from harm. Core Rulebook
  • Strategists combine their inspiring presence with clever tactics to control the flow of combat. Core Rulebook
  • Masterminds lead from the rear, using cunning strategies to mislead and deceive their enemies. Decepticon Directive
  • Tyrants lean on their terrifying presence in combat to intimidate enemies into surrendering—and frighten allies into obedience. Decepticon Directive
  • Team Leaders lead by example, fighting alongside and supporting the 'bots under their command. The Enigma of Combination
Gunners always have the right firearm for the job—whether they're sniping foes from afar, laying down a hail of close-range covering fire, or obliterating hard targets with heavy weapons.
Modemasters are well-rounded fighters with enhanced transformation abilities, who can take on extra alternate modes or link up with a smaller Mini-Con partner. Unlike other Roles, Modemasters can choose how to allocate their Essence Score Points and Skills as they level up.
Scientists start with extra Energon Points, which they can use to heal and support their allies in and out of combat.
  • Medical Officers patch up injured teammates and protect them from incoming damage. Core Rulebook
  • Gadgeteers can augment their allies with advanced technology, jury-rig battlefield equipment, and take out enemy equipment. Core Rulebook
  • Cyber Engineers apply various stat boosts by experimenting on themselves and their fellow Cybertronians. Decepticon Directive
  • Elementalists specialize in weaponry involving one particular element, such as fire, lasers, or acid. Decepticon Directive
  • Counsellors provide psychological support for allies... or prey upon the psychological problems of their enemies. The Enigma of Combination

Scouts excel at gathering intelligence, marking targets, and causing havoc behind enemy lines.

Warriors are close-range fighters who specialize in melee combat. When a Warrior takes enough damage to be Defeated, they may choose to instead lose one of their limbs and fight on with a temporary stat loss.
Envoys prefer diplomacy over violence, and this wide perspective allows them to use another faction’s specific Faction Benefit in addition to their own.
Raiders take whatever they feel they're owed, through coercion, deception, or brute force.

Differences from other Essence20 games

While the underlying fundamentals of the Essence20 system remain the same between settings, Transformers differs from its predecessors in a number of ways. Most obviously, the player characters can all transform Convert, changing forms from "Bot Mode" to "Alt Mode" as a Standard Action, and changing their movement speed, size and articulation as they do. As a result of this, characters are not Common-sized by default as they are in other settings; the Origins listed in the Core Rulebook range from Common to Huge in size, with a majority being at the midpoint of Large.

The robotic nature of the player characters is also represented through the Hardpoint system; by default, each character possesses two External Hardpoints (which is to say, hands) and two Integrated Hardpoints. While weapons can be carried in both kinds of Hardpoints (though Integrated weapons don't have to be drawn to be used), only Integrated Hardpoints can be installed with Support Equipment (such as tow cables, ladders and rotor blades), which provide different bonuses in Bot Mode and Alt Mode. Similarly, where Power Rangers have "Morphed shells" that grant a flat bonus to their defenses and G.I. Joe members requisition individual suits of battledress, Transformers cannot wear armor, instead installing Armor Upgrades directly into their chassis.

Where each Influence in Power Rangers and G.I. Joe came with its own Hang-Up, Transformers decouples them from each other; instead, there is a standalone pool of Hang-Ups, with each Influence having a number of suggested Hang-Ups that pair well with them conceptually. The subsequent My Little Pony roleplaying game would return to the individual Hang-Ups, while the Welcome to Night Vale setting would follow Transformers' lead of having a separate pool.

In addition to the collective pool of Story Points that all Essence20 settings include, which allow players to gain advantage on important rolls or re-roll particularly bad ones, Transformers gives each player a pool of Energon Points (analagous to the Personal Power pool of Power Rangers) which can be spent to gain minor benefits, activate certain abilities, or create Energon tools that last for a single scene. Unlike Story Points, Energon Points represent a tangible in-universe resource, and replenish over time or through siphoning from Energon sources.

Perks and levels

All player characters begin with multiple Perks—these include universal perks that apply to all Cybertronians, faction-specific Perks for Autobots and Decepticons, Origin Benefits based on a character's Origin, and Perks based on their chosen Roles and Focuses. As they level up, characters gain additional Role and Focus Perks; at certain levels players may also select from a General Perk from a universal pool to further customize their character.

The Transformers Roleplaying Game does not use an experience-based level system. Instead, levelling is left to the discretion of the GM, who may award the party the opportunity to level up at the end of an adventure or after a key encounter such as a boss fight.

Game content

Sourcebooks

  • Core Rulebook — The first book to be released, which presents the basics of the gameplay and contains rules for character creation, mechanics for tools, equipment, weapons, and vehicles, all to be used while exploring the world of the Transformers along with your friends (as well as the GM). The Core Rulebook also includes material for the Game Master, such as guidelines for creating adventures and campaigns, and a dossier of famous and infamous Cybertronians to use as non-player characters. A starter-adventure, "Troubled Waters", is included in the book to help prepare players and the GM for what the game has to offer.
  • Field Guide to Action and Adventure — A sourcebook meant to not only be used with the Transformers Roleplaying Game, but also with the Power Rangers Roleplaying Game and the G.I. Joe Roleplaying Game. The book offers new character options, as well as rules and tools for GMs to create crossover adventures between the aforementioned roleplaying games and new threats.
  • Decepticon Directive — A sourcebook all about creating Decepticon characters and running a Decepticon campaign. The Decepticon Directive Sourcebook adds several new character options, including a new Role, many of which are also compatible with Autobot characters. Various Decepticon-themed settings, non-player characters, gear, and so forth are also included for GM usage, along with a new adventure scenario.
  • Enigma of Combination — A sourcebook focusing on combiners and binary bonded characters, along with several new Roles, Inspirations, and Focuses.
  • Technorganic Secrets — A beast mode-based expansion, featuring Dinobots, Maximals, Predacons, and Vehicons.
  • Transformers One Sourcebook — An expansion set in the universe of the animated film.

Adventure scenarios

Adventure scenarios are pre-written game modules that provide a full session's worth of content for players, including characters to interact with, branching story paths based on their choices, and plenty of enemy encounters to overcome.

Regular release Play Renegade program Free RPG Day
  • "Enter the Collection" (2021, cross-compatible with the G.I. Joe and Power Rangers Roleplaying Games)
  • "Cobra/Con Fusion" (2023, cross-compatible with the G.I. Joe Roleplaying Game)
  • "Unnatural Disaster" (2024, cross-compatible with the G.I. Joe, Power Rangers, and My Little Pony Roleplaying Games)
  • "Shock and Mayhem" (2025, cross-compatible with the G.I. Joe Roleplaying Game)
Gen Con

Bonus material

Additional pieces of material, such as stat blocks for new characters and items the GM can choose to implement, are available as part of a free "Bonus Material" download, which is set to be updated with new content as time goes on.

Transformers Roleplaying Game Starter Bundle

A beginner’s collection of books, PDFs, and Autobot branded accessories to get started in the basic gameplay.

Transformers Roleplaying Game Beginner Box: Roll Out

A box set for beginners' to get started with the game.

Accessories

  • Fillable PDF Character Sheet (August 2, 2022)
A fillable PDF file of a standard blank character sheet, to be used by the players. The sheet was released on the same day as the digital release of the Core Rulebook, and is available as a free download from Renegade's website.
An 80-page hardcover book designed for more detailed tracking of character information. The journal includes an expanded character sheet, prompts to assist with character building, cheat sheets and other guidelines for quick reference, and 40 pages of space intended for session note-taking.
We have a feeling that the players won't be able to go all-out murderhobo on these NPCs...
A physical screen designed to hide the contents of the Game Master's side of the table from prying eyes. While the exterior features artwork of Grimlock, Bumblebee, Optimus Prime, Wheeljack and Windblade, the inside of the screen features rules, lists, and reference tables for the GM's convenience. The screen also comes with a booklet containing the adventure scenario "A Beacon of Hope"; those who pre-ordered also received the PDF version of the adventure for free.
A double-lined fabric dice bag bearing the Autobot insignia; a Decepticon variant is schedule for release in November 2023. It measures 6.25 inches x 8.5 inches flat, and features a locking drawstring clasp. Perfect for holding...
A full set of dice required for play, with the Autobot insignia appearing in place of the highest number on each die to instantly let you know when you roll a critical success. The set includes two d20, a d12, a d10, a d8, a d6, a d4, and a d2 coin. A Decepticon set is scheduled for a November 2023 release.

Notes

  • Frenzy is Red, Rumble is Blue (or both).
  • When first announced it was implied that all of Renegade Game Studios' Hasbro-related releases would use a modified version of the rules for 5th edition Dungeons & Dragons, managed by Hasbro subsidiary Wizards of the Coast, but such plans seem to have been nixed when Renegade announced the creation of their own unique system—stating: "While we originally announced that these RPGs would be using the 5th Edition Open Game License, during development, it became clear that a custom system would allow fans to take better advantage of these unique worlds."[3]
  • As with a lot of auxiliary Transformers merchandise, the Roleplaying Game makes heavy use of the Evergreen designs.
  • Unusually for a mostly Generation 1 inspired evergreen product, the Roleplaying Game makes a number of prominent references to 2001's Robots in Disguise series. The Autobot Road (already a fairly obscure reference) is also referred to as the Global Space Bridge, there's reference to the Black Pyramid, and most apparent, enemy sheets for Mega-Octane and Armorhide.

References