Transformers Options
TemperatureVulnerabilities
Transformers are vulnerable to extreme cold (-30 degrees) and extreme heat(500+ degrees). For cold this includes liquid nitrogen; and heat is thermitebased weapons. I want to expand this to cold including sub-arctic temperatures,cold based lasers, and for heat to include plasma and fusion based weapons thatdeal heat.
Improved VehicleForm
Instead of choosinga new vehicle form when the transformer character is eligible to pick a newform at a level that grants a feat, may choose to improve one of their currentvehicle, or animal if they have the beast form feat. Each time this is chosen, choosetwo of the following to improve: HP +2, Init +1, Maneuver +1, Speed +5, Defense+1, Hardness +1, Cargo +50 lbs. The same vehicle form can only be improved 3times by this method. For beast forms, pick two of the following: Str +1, Dex+1, Speed +5, Defense +1, DR +1, attacks/abilities that have a save DC areincreased +1.
Installing Equipment
A Transformer canhave equipment installed/integrated into its body. The type of equipment thatcan be installed can range from personal to vehicle, starship, mech and roboticequipment. Most equipment can be used in all forms, although some might not beform appropriate. Such as melee weapons while in car form. However, for a +1PDC, such equipment can be used even if it is not form appropriate, such as anintegrated high frequency sword can be deployed as a bladed bumper for addeddamage in ram attacks, or as spinning blades that extend from the wheels forside swipe attacks (can only pick one). A Transformer with starship or mechsensors, or even targeting systems can uses these in any form, same with somedefensive systems.
Special Abilities
Some transformersdevelop special abilities, either from when they are first created/born, orthrough years of hard combat, research or other means. Only about 25% ofTransformers have special abilities.
Roll 1d4 for thecategory of ability, then roll for the ability, or choose one. GMs feel free toadd more special abilities.
[TABLE="class: grid, width: 500"]
[TR]
[TD] Roll[/TD]
[TD] 1 Movement[/TD]
[TD] 2 Attack[/TD]
[TD] 3 Defense[/TD]
[TD] 4 Misc[/TD]
[/TR]
[TR]
[TD] 1[/TD]
[TD] Burst of Speed[/TD]
[TD] Flame Enhanced[/TD]
[TD] Forcefield[/TD]
[TD] Holograms[/TD]
[/TR]
[TR]
[TD] 2[/TD]
[TD] Teleport[/TD]
[TD] Acid Enhanced[/TD]
[TD] Deployable Armour[/TD]
[TD] Healing[/TD]
[/TR]
[TR]
[TD] 3[/TD]
[TD] Interstellar Teleport[/TD]
[TD] Cold Enhanced[/TD]
[TD] Resistance[/TD]
[TD] Quantum Divination[/TD]
[/TR]
[TR]
[TD] 4[/TD]
[TD] Alternate Movement Type[/TD]
[TD] Area Attack[/TD]
[TD] Fortification[/TD]
[TD] Cloak[/TD]
[/TR]
[TR]
[TD] 5[/TD]
[TD] Grav Chute[/TD]
[TD] EMP[/TD]
[TD] Jammers[/TD]
[TD] Displacement[/TD]
[/TR]
[TR]
[TD] 6[/TD]
[TD] Juggernaut[/TD]
[TD] Glass Gas Rocket[/TD]
[TD] Deflection Field[/TD]
[TD] Machine Possession[/TD]
[/TR]
[TR]
[TD] 7[/TD]
[TD][/TD]
[TD] Shockwave[/TD]
[TD] Concussive Barrier[/TD]
[TD] Phase Shifter[/TD]
[/TR]
[TR]
[TD] 8[/TD]
[TD][/TD]
[TD] Sonic Enhanced[/TD]
[TD] Steel Satellites[/TD]
[TD] Mini-Con[/TD]
[/TR]
[TR]
[TD] 9[/TD]
[TD][/TD]
[TD][/TD]
[TD][/TD]
[TD] OverDrive[/TD]
[/TR]
[TR]
[TD] 10[/TD]
[TD][/TD]
[TD][/TD]
[TD][/TD]
[TD] Repair[/TD]
[/TR]
[/TABLE]
Movement
Burst of Speed - Forshort periods of time, the Transformer can increase their speed in any form.For 1+1/2 Con Modifier rounds the Transformer can increase its speed in anyform by 50%. Useable 1+ Con Modifier times per day.
Teleport - TheTransformer has an ability similar to Space, or Ground Bridges, able toteleport itself and up to 1000 lbs of cargo, many miles away. The Transformeris able to teleport up to a maximum of 100 miles+50 miles /3 levels, requiringa Navigate check DC 20 +1/50 miles rounding up to the nearest 50 miles. If theTransformer can see the location reduce DC by 1, is familiar with the location,reduce by -1, or access to a GPS system and coordinates decrease DC by 2. Ifthe check fails by 5 or less, the Transformer is off target in a randomdirectly by 1d10x 1d10% miles away from target location. A failure of more than5 means the Transformer teleports 1d10x50 miles in the opposite direction andtakes 2d6 damage from an energy backlash. The Transformer is able to teleport1+ 1/2 Con modifier times per day, taking a full round action.
InterstellarTeleport - The Transformer possesses a personal Space Bridge, able to transportitself to other planets or even star systems, but can not teleport shortdistances. The Transformer is only able to teleport itself and up to 1000 lbsof cargo, up to 1 light year +1 light year /3 levels, requiring a Navigatecheck DC 25 +1/light year. Access to a stellar navigation/positioning systemreduces the DC by 2. Failure is similar to Teleport, only distance is in AU's(each AU is 93 million miles), requiring 1 minute of calculating and chargingenough power, the Transformer is only able to move up to half speed or takedefensive only actions.
Alternate MovementType - The Transformer's vehicle, or beast form (pick one alternate form) isable, for short periods use an alternate movement type (1d4: 1 land, 2 sea, 3air, 4 space). The Transformer is able to use this alternate movement type for1 hour +1 hr/Con modifier. The alternate movement type speed is only 75% of theoriginal movement type maximum speed. If the new type is space, the Transformerhas a base speed of 2000. It takes a move equivalent action to switch betweenthe movement types.
Grav Chute - TheTransformer has the ability to reduce the effect of gravity on it. Whenfalling, if from a height of greater than 60 feet, it is considered to havefallen only 60 feet. Jump checks gain +2, and on worlds with higher than 2 Gs,the Transformer is affected as if the gravity is 1 less. For example, if theTransformer is on a 3 G planet, it is only affected by 2 G penalties.
Juggernaut - When inmotion the Transformer is particularly devastating. For every 10 feet(character scale) or squares (vehicle scale) the Transformer moves in a round,as part of a charge, bull rush, or just normal movement, the Transformer add +2to melee damage or bush rush checks.
Attacks
Flame Enhanced -Once every 1d4 rounds, the Transformer can enhance all of its attacks to dealan additional 2d6 fire damage for one round.
Acid Enhanced - Onceevery 1d4 rounds, the Transformer can enhance all of its attacks to deal anadditional 2d4 acid damage for one round. The acid continues to deal 1d4 damagefor 1d4 rounds.
Cold Enhanced - Onceevery 1d4 rounds, the Transformer can enhance al of its attacks to deal anadditional 2d6 cold damage for one round.
Area Attack - Onceevery 1d4 rounds, the Transformer can make one of its ranged attacks thatnormally doesn't deal damage to an area, deal all of its damage to a 10 footradius area, DC 15 for half damage.
EMP - TheTransformer is able to release an electromagnetic pulse in a 50 foot area. ThisEM pulse is powerful enough to affect even Tempest protected equipment,requiring a Fort save DC 20. Other Transformers, robots and mechs that fail thesave are stunned and immobile for 1d4+1 rounds and suffer 3d4 electricaldamage. Those that make the save only suffer 1d4 electrical damage and aredazed for 1 round. Useable 1 + Con modifier times per day.
Glass Gas Rocket -The Transformer can launch a rocket that upon detonation releases a gas thattemporarily causes objects to crystalize and become brittle. Targets in the 30foot radius area must make a Fort save DC 20, or for the next 1d4 rounds suffer50% more damage. The Transformer is able to launch this rocket once every1d10+1 rounds.
Shockwave - TheTransformer releases a massive wave of force outwards 20 ft +5 ft/size categoryover medium, sphere dealing 3d6 concussive damage to all within the area, aswell as initiate a bull rush against all creatures affected, using a singlebull rush check. The bull rush check is made as if by a creature one sizelarger than the Transformer with +2 bonus to Strength. In addition, affectedtargets much make a Reflex save DC 15 +1 for every 5 points they failed theirStrength check against the bull rush or be knocked prone. Flying targets takeonly half damage from the blast and are not knocked prone, but suffer -4 totheir bull rush checks.
Sonic Enhanced- Once every 1d4 rounds, the Transformercan enhance all of its attacks to deal an additional 2d8 sonic damage for oneround. The affected target(s) must make a Fort save DC 18 or be deafened.
Defense
Forcefield - TheTransformer can erect a forcefield to absorb damage. The Transformer can createa forcefield with a strength of 20 x Con Modifier HP. Once depleted it takes 10minutes to recharge. Useable 1 + 1/2 Con modifier times per day, requiring a moveequivalent action to activate.
Deployable Armour -The Transformer can generate and deploy armour plating around itself,temporarily giving itself greater protection, but hampers its movementssomewhat. This armour can be deployed in any form, granting +4 Equipment bonusto Defense, +50 +20/size category over medium temporary HP that is reducedfirst, reduce speed by 10, reduce Dex bonus to Defense by 2, increase armourcheck penalty by -2. This armour can be generated 1 + Con modifier times per day, the benefitsand penalties lasting until temporary HP is deleted + 3 rounds, or deactivatedif there is still temporary hit points left. If the temporary hit points aredepleted, the armour can not be redeployed for 5 minutes as it is repaired.
Resistance - TheTransformer is resistant to certain types of damage. 1d6 for type; 1 Fire, 2Cold, 3 Acid, 4 Sonic, 5 Ballistic, 6 Electricity, roll 1d4 for level: 1 Resist5, 2 Resist 10, 3 Resist 15, 4 Resist 20.
Fortification - TheTransformer has a reinforced structure, making it resistant to critical hits,with a chance to convert critical strikes into regular hits. Roll 1d3: 1 LightFortification 25% chance, 2 Medium Fortification 50% chance, 3 Heavy Fortification75% chance.
Jammers - TheTransformer has built in sensor jammers, giving enemy sensors a -5 to Sensorchecks, in addition the Transformer gains one-half concealment against missileattacks. Requires a standard action to activate or deactivate.
Deflection Field -The Transformer an erect an energy field that deflects attacks, granting a +3Deflection bonus to Defense, and +2 Reflex against area attacks. TheTransformer can activate the field for 5 rounds +1/Con modifier up to 1 +1 Conmodifier times per day.
Concussive Barrier -The Transformer emits an invisible field around it, that creature, robot,vehicle, mech or other Transformer that gets within 5 feet of it are thrownback by a concussive force 1d4x10 feet, suffering 1d4 points of bludgeoningdamage for every 5 feet thrown back. A Reflex save DC 10 + Con modifier isrequired for those thrown back to land on their feet; otherwise they fall proneand drop anything they are holding. The field can be maintained for 5 + 1/2 Conmodifier rounds, for 3 + 1/2 Con modifier times per day.
Steel Satellites -The Transformer can release a swarm of small metal plates, in any form (somebeast forms have scales or thick hide, depending on the animal), that surroundit. These satellites interfere with physical attacks, granting a +4 Deflection bonusto Defense. Alternatively these satellites can be launched outward striking allwithin 20 feet for 3d6 slashing damage, Reflex save 17 for half damage. If usedfor defense, the satellites can orbit for 5 rounds + 1/2 Con modifier roundsbefore reattaching to the Transformer. If launched outward, the Transformer cannot activate this ability for 1d4 minutes as they are regenerated.
Misc
Holograms - TheTransformer can create up to 5 holographic images, including sounds of anyobject up to one size category larger than itself, up to 200 feet away. Movingthe holograms requires a concentration check each round the holograms arerunning. Requires a standard action to activate. Will save DC 15 + Int Modifierto disbelieve the illusions.
Healing - TheTransformer contains advanced repair subroutines, able to repair battle damage.Once every 1d4 rounds, the Transformer can repair 1d4 + 1/2 Con modifier HP.
Quantum Divination -As a full round action, doing nothing but concentrate, making a successfulConcentration check DC 20, the Transformer can see possible future outcomes toactions via the quantum vibrations in molecules. For the next 1d4 minutes, all attacks,saves, checks and Defense the Transformer makes gain a +2 Insight bonus.Useable 1 + 1/2 Con modifier times per day.
Cloak - TheTransformer is able to cloak itself, rending it invisible to all senses, exceptfor sound and vibrations in the ground as it walks. Gains +40 to Hide ifimmobile, +20 if moving. Pinpointing an invisible Transformer who isn'tattempting to hide requires a Spot check DC 40 if immobile, DC 20 if moving.
Displacement - TheTransformer surrounds itself in a light-bending effect, making it difficult tosurmise its true location. Any melee or ranged attack directed at theTransformer has a 50% miss chance unless the attacker can locate theTransformer other than sight.
Machine Possession -The Transformer has the ability to take over any machine that is unattended. Bytouching the machine as a full round action, the Transformer imbues it with abit of energy from its spark, turning the object into an animated object (seed20 Menace Manual pg16). The animated machine follows the Transformersinstructions to the best of its abilities. Thus a possessed computer if orderedto research all information on a particular topic will search the internet, ifit is connected to the internet, or begin reading nearby books. The possessionlasts for 30 minutes x Transformer Int Modifier. The Transformer can possess1/2 Con modifier machines at a time.
Phase Shifter - TheTransformer is able to temporarily phase shift, making it intangible. The PhaseShifter can be used two different ways, which take a free action to switchbetween or activate, but only once per round. The first is defensively, grantingthe Transformer a 50% miss chance from enemy attacks for 3 + Con Modifierrounds. The second way is to become follow intangible, allowing the Transformerto pass through matter, such as walls, completely avoid physical attacks.Energy attacks have a 50% chance of affecting the intangible Transformer. TheTransformer can only maintain this use for a total of 1 round + 1/2 Conmodifier rounds. Useable, in either way, up to 1 + Con modifier times per day.
Mini-Con - TheTransformer carries as part of itself a Diminutive to Small sized transformer.Create a transformer of the necessary size, however it is not limited to thecivilian vehicle alternate form rule, usually taking an alternate form of somekind of object or machine of appropriate size. This mini-con doesn't have itsown spark, instead sharing a piece of the Transformer's spark. It is able toact on its own, but always in the best interests of its parent Transformer, andfollowing the parent Transformer's orders to the best of its abilities. Whencarried by the parent Transformer, in a special bay, from which it can launchfrom at as a standard action, the parent Transformer gains the followingbenefits: +2 Spot, Listen, can not be flanked, +1 Init, ranged attacks havetheir ranged increased by 20 feet, and gains Fast Heal 5 for 5 rounds twice perday. If the mini-con is destroyed, the parent Transformer permanently loses 20Hit Points, 2 points of Constitution, and -1 to attack, saves and Defense.
OverDrive - TheTransformer can overcharge its systems for short periods of time. For 3 + 1/2Con modifier rounds, the Transformer gains the following benefits: When makinga full attack action, may make one extra attack with any weapon being held, orbuilt in, using full attack bonus. Gains +1 to attack rolls and +1 Dodge bonusto Defense and Reflex saves, however any condition that causes the lose of Dexmodifier to Defense, also causes the lose of the Dodge bonus. All forms ofmovement area also increased by 30. Afterwards the Transformer is fatigued. Useable 2 + 1/2 Con modifiertimes per day.
Repair - TheTransformer has advanced repair subroutines and systems that allow it to repairitself or other mechanical devices (robots, objects, mechs, vehicles and evenother Transformers) with a simple touch, requiring a Repair check DC 15,repairing 2d4 HP. This ability can only be used 2 + 1/2 Con modifier times perday.
TemperatureVulnerabilities
Transformers are vulnerable to extreme cold (-30 degrees) and extreme heat(500+ degrees). For cold this includes liquid nitrogen; and heat is thermitebased weapons. I want to expand this to cold including sub-arctic temperatures,cold based lasers, and for heat to include plasma and fusion based weapons thatdeal heat.
Improved VehicleForm
Instead of choosinga new vehicle form when the transformer character is eligible to pick a newform at a level that grants a feat, may choose to improve one of their currentvehicle, or animal if they have the beast form feat. Each time this is chosen, choosetwo of the following to improve: HP +2, Init +1, Maneuver +1, Speed +5, Defense+1, Hardness +1, Cargo +50 lbs. The same vehicle form can only be improved 3times by this method. For beast forms, pick two of the following: Str +1, Dex+1, Speed +5, Defense +1, DR +1, attacks/abilities that have a save DC areincreased +1.
Installing Equipment
A Transformer canhave equipment installed/integrated into its body. The type of equipment thatcan be installed can range from personal to vehicle, starship, mech and roboticequipment. Most equipment can be used in all forms, although some might not beform appropriate. Such as melee weapons while in car form. However, for a +1PDC, such equipment can be used even if it is not form appropriate, such as anintegrated high frequency sword can be deployed as a bladed bumper for addeddamage in ram attacks, or as spinning blades that extend from the wheels forside swipe attacks (can only pick one). A Transformer with starship or mechsensors, or even targeting systems can uses these in any form, same with somedefensive systems.
Special Abilities
Some transformersdevelop special abilities, either from when they are first created/born, orthrough years of hard combat, research or other means. Only about 25% ofTransformers have special abilities.
Roll 1d4 for thecategory of ability, then roll for the ability, or choose one. GMs feel free toadd more special abilities.
[TABLE="class: grid, width: 500"]
[TR]
[TD] Roll[/TD]
[TD] 1 Movement[/TD]
[TD] 2 Attack[/TD]
[TD] 3 Defense[/TD]
[TD] 4 Misc[/TD]
[/TR]
[TR]
[TD] 1[/TD]
[TD] Burst of Speed[/TD]
[TD] Flame Enhanced[/TD]
[TD] Forcefield[/TD]
[TD] Holograms[/TD]
[/TR]
[TR]
[TD] 2[/TD]
[TD] Teleport[/TD]
[TD] Acid Enhanced[/TD]
[TD] Deployable Armour[/TD]
[TD] Healing[/TD]
[/TR]
[TR]
[TD] 3[/TD]
[TD] Interstellar Teleport[/TD]
[TD] Cold Enhanced[/TD]
[TD] Resistance[/TD]
[TD] Quantum Divination[/TD]
[/TR]
[TR]
[TD] 4[/TD]
[TD] Alternate Movement Type[/TD]
[TD] Area Attack[/TD]
[TD] Fortification[/TD]
[TD] Cloak[/TD]
[/TR]
[TR]
[TD] 5[/TD]
[TD] Grav Chute[/TD]
[TD] EMP[/TD]
[TD] Jammers[/TD]
[TD] Displacement[/TD]
[/TR]
[TR]
[TD] 6[/TD]
[TD] Juggernaut[/TD]
[TD] Glass Gas Rocket[/TD]
[TD] Deflection Field[/TD]
[TD] Machine Possession[/TD]
[/TR]
[TR]
[TD] 7[/TD]
[TD][/TD]
[TD] Shockwave[/TD]
[TD] Concussive Barrier[/TD]
[TD] Phase Shifter[/TD]
[/TR]
[TR]
[TD] 8[/TD]
[TD][/TD]
[TD] Sonic Enhanced[/TD]
[TD] Steel Satellites[/TD]
[TD] Mini-Con[/TD]
[/TR]
[TR]
[TD] 9[/TD]
[TD][/TD]
[TD][/TD]
[TD][/TD]
[TD] OverDrive[/TD]
[/TR]
[TR]
[TD] 10[/TD]
[TD][/TD]
[TD][/TD]
[TD][/TD]
[TD] Repair[/TD]
[/TR]
[/TABLE]
Movement
Burst of Speed - Forshort periods of time, the Transformer can increase their speed in any form.For 1+1/2 Con Modifier rounds the Transformer can increase its speed in anyform by 50%. Useable 1+ Con Modifier times per day.
Teleport - TheTransformer has an ability similar to Space, or Ground Bridges, able toteleport itself and up to 1000 lbs of cargo, many miles away. The Transformeris able to teleport up to a maximum of 100 miles+50 miles /3 levels, requiringa Navigate check DC 20 +1/50 miles rounding up to the nearest 50 miles. If theTransformer can see the location reduce DC by 1, is familiar with the location,reduce by -1, or access to a GPS system and coordinates decrease DC by 2. Ifthe check fails by 5 or less, the Transformer is off target in a randomdirectly by 1d10x 1d10% miles away from target location. A failure of more than5 means the Transformer teleports 1d10x50 miles in the opposite direction andtakes 2d6 damage from an energy backlash. The Transformer is able to teleport1+ 1/2 Con modifier times per day, taking a full round action.
InterstellarTeleport - The Transformer possesses a personal Space Bridge, able to transportitself to other planets or even star systems, but can not teleport shortdistances. The Transformer is only able to teleport itself and up to 1000 lbsof cargo, up to 1 light year +1 light year /3 levels, requiring a Navigatecheck DC 25 +1/light year. Access to a stellar navigation/positioning systemreduces the DC by 2. Failure is similar to Teleport, only distance is in AU's(each AU is 93 million miles), requiring 1 minute of calculating and chargingenough power, the Transformer is only able to move up to half speed or takedefensive only actions.
Alternate MovementType - The Transformer's vehicle, or beast form (pick one alternate form) isable, for short periods use an alternate movement type (1d4: 1 land, 2 sea, 3air, 4 space). The Transformer is able to use this alternate movement type for1 hour +1 hr/Con modifier. The alternate movement type speed is only 75% of theoriginal movement type maximum speed. If the new type is space, the Transformerhas a base speed of 2000. It takes a move equivalent action to switch betweenthe movement types.
Grav Chute - TheTransformer has the ability to reduce the effect of gravity on it. Whenfalling, if from a height of greater than 60 feet, it is considered to havefallen only 60 feet. Jump checks gain +2, and on worlds with higher than 2 Gs,the Transformer is affected as if the gravity is 1 less. For example, if theTransformer is on a 3 G planet, it is only affected by 2 G penalties.
Juggernaut - When inmotion the Transformer is particularly devastating. For every 10 feet(character scale) or squares (vehicle scale) the Transformer moves in a round,as part of a charge, bull rush, or just normal movement, the Transformer add +2to melee damage or bush rush checks.
Attacks
Flame Enhanced -Once every 1d4 rounds, the Transformer can enhance all of its attacks to dealan additional 2d6 fire damage for one round.
Acid Enhanced - Onceevery 1d4 rounds, the Transformer can enhance all of its attacks to deal anadditional 2d4 acid damage for one round. The acid continues to deal 1d4 damagefor 1d4 rounds.
Cold Enhanced - Onceevery 1d4 rounds, the Transformer can enhance al of its attacks to deal anadditional 2d6 cold damage for one round.
Area Attack - Onceevery 1d4 rounds, the Transformer can make one of its ranged attacks thatnormally doesn't deal damage to an area, deal all of its damage to a 10 footradius area, DC 15 for half damage.
EMP - TheTransformer is able to release an electromagnetic pulse in a 50 foot area. ThisEM pulse is powerful enough to affect even Tempest protected equipment,requiring a Fort save DC 20. Other Transformers, robots and mechs that fail thesave are stunned and immobile for 1d4+1 rounds and suffer 3d4 electricaldamage. Those that make the save only suffer 1d4 electrical damage and aredazed for 1 round. Useable 1 + Con modifier times per day.
Glass Gas Rocket -The Transformer can launch a rocket that upon detonation releases a gas thattemporarily causes objects to crystalize and become brittle. Targets in the 30foot radius area must make a Fort save DC 20, or for the next 1d4 rounds suffer50% more damage. The Transformer is able to launch this rocket once every1d10+1 rounds.
Shockwave - TheTransformer releases a massive wave of force outwards 20 ft +5 ft/size categoryover medium, sphere dealing 3d6 concussive damage to all within the area, aswell as initiate a bull rush against all creatures affected, using a singlebull rush check. The bull rush check is made as if by a creature one sizelarger than the Transformer with +2 bonus to Strength. In addition, affectedtargets much make a Reflex save DC 15 +1 for every 5 points they failed theirStrength check against the bull rush or be knocked prone. Flying targets takeonly half damage from the blast and are not knocked prone, but suffer -4 totheir bull rush checks.
Sonic Enhanced- Once every 1d4 rounds, the Transformercan enhance all of its attacks to deal an additional 2d8 sonic damage for oneround. The affected target(s) must make a Fort save DC 18 or be deafened.
Defense
Forcefield - TheTransformer can erect a forcefield to absorb damage. The Transformer can createa forcefield with a strength of 20 x Con Modifier HP. Once depleted it takes 10minutes to recharge. Useable 1 + 1/2 Con modifier times per day, requiring a moveequivalent action to activate.
Deployable Armour -The Transformer can generate and deploy armour plating around itself,temporarily giving itself greater protection, but hampers its movementssomewhat. This armour can be deployed in any form, granting +4 Equipment bonusto Defense, +50 +20/size category over medium temporary HP that is reducedfirst, reduce speed by 10, reduce Dex bonus to Defense by 2, increase armourcheck penalty by -2. This armour can be generated 1 + Con modifier times per day, the benefitsand penalties lasting until temporary HP is deleted + 3 rounds, or deactivatedif there is still temporary hit points left. If the temporary hit points aredepleted, the armour can not be redeployed for 5 minutes as it is repaired.
Resistance - TheTransformer is resistant to certain types of damage. 1d6 for type; 1 Fire, 2Cold, 3 Acid, 4 Sonic, 5 Ballistic, 6 Electricity, roll 1d4 for level: 1 Resist5, 2 Resist 10, 3 Resist 15, 4 Resist 20.
Fortification - TheTransformer has a reinforced structure, making it resistant to critical hits,with a chance to convert critical strikes into regular hits. Roll 1d3: 1 LightFortification 25% chance, 2 Medium Fortification 50% chance, 3 Heavy Fortification75% chance.
Jammers - TheTransformer has built in sensor jammers, giving enemy sensors a -5 to Sensorchecks, in addition the Transformer gains one-half concealment against missileattacks. Requires a standard action to activate or deactivate.
Deflection Field -The Transformer an erect an energy field that deflects attacks, granting a +3Deflection bonus to Defense, and +2 Reflex against area attacks. TheTransformer can activate the field for 5 rounds +1/Con modifier up to 1 +1 Conmodifier times per day.
Concussive Barrier -The Transformer emits an invisible field around it, that creature, robot,vehicle, mech or other Transformer that gets within 5 feet of it are thrownback by a concussive force 1d4x10 feet, suffering 1d4 points of bludgeoningdamage for every 5 feet thrown back. A Reflex save DC 10 + Con modifier isrequired for those thrown back to land on their feet; otherwise they fall proneand drop anything they are holding. The field can be maintained for 5 + 1/2 Conmodifier rounds, for 3 + 1/2 Con modifier times per day.
Steel Satellites -The Transformer can release a swarm of small metal plates, in any form (somebeast forms have scales or thick hide, depending on the animal), that surroundit. These satellites interfere with physical attacks, granting a +4 Deflection bonusto Defense. Alternatively these satellites can be launched outward striking allwithin 20 feet for 3d6 slashing damage, Reflex save 17 for half damage. If usedfor defense, the satellites can orbit for 5 rounds + 1/2 Con modifier roundsbefore reattaching to the Transformer. If launched outward, the Transformer cannot activate this ability for 1d4 minutes as they are regenerated.
Misc
Holograms - TheTransformer can create up to 5 holographic images, including sounds of anyobject up to one size category larger than itself, up to 200 feet away. Movingthe holograms requires a concentration check each round the holograms arerunning. Requires a standard action to activate. Will save DC 15 + Int Modifierto disbelieve the illusions.
Healing - TheTransformer contains advanced repair subroutines, able to repair battle damage.Once every 1d4 rounds, the Transformer can repair 1d4 + 1/2 Con modifier HP.
Quantum Divination -As a full round action, doing nothing but concentrate, making a successfulConcentration check DC 20, the Transformer can see possible future outcomes toactions via the quantum vibrations in molecules. For the next 1d4 minutes, all attacks,saves, checks and Defense the Transformer makes gain a +2 Insight bonus.Useable 1 + 1/2 Con modifier times per day.
Cloak - TheTransformer is able to cloak itself, rending it invisible to all senses, exceptfor sound and vibrations in the ground as it walks. Gains +40 to Hide ifimmobile, +20 if moving. Pinpointing an invisible Transformer who isn'tattempting to hide requires a Spot check DC 40 if immobile, DC 20 if moving.
Displacement - TheTransformer surrounds itself in a light-bending effect, making it difficult tosurmise its true location. Any melee or ranged attack directed at theTransformer has a 50% miss chance unless the attacker can locate theTransformer other than sight.
Machine Possession -The Transformer has the ability to take over any machine that is unattended. Bytouching the machine as a full round action, the Transformer imbues it with abit of energy from its spark, turning the object into an animated object (seed20 Menace Manual pg16). The animated machine follows the Transformersinstructions to the best of its abilities. Thus a possessed computer if orderedto research all information on a particular topic will search the internet, ifit is connected to the internet, or begin reading nearby books. The possessionlasts for 30 minutes x Transformer Int Modifier. The Transformer can possess1/2 Con modifier machines at a time.
Phase Shifter - TheTransformer is able to temporarily phase shift, making it intangible. The PhaseShifter can be used two different ways, which take a free action to switchbetween or activate, but only once per round. The first is defensively, grantingthe Transformer a 50% miss chance from enemy attacks for 3 + Con Modifierrounds. The second way is to become follow intangible, allowing the Transformerto pass through matter, such as walls, completely avoid physical attacks.Energy attacks have a 50% chance of affecting the intangible Transformer. TheTransformer can only maintain this use for a total of 1 round + 1/2 Conmodifier rounds. Useable, in either way, up to 1 + Con modifier times per day.
Mini-Con - TheTransformer carries as part of itself a Diminutive to Small sized transformer.Create a transformer of the necessary size, however it is not limited to thecivilian vehicle alternate form rule, usually taking an alternate form of somekind of object or machine of appropriate size. This mini-con doesn't have itsown spark, instead sharing a piece of the Transformer's spark. It is able toact on its own, but always in the best interests of its parent Transformer, andfollowing the parent Transformer's orders to the best of its abilities. Whencarried by the parent Transformer, in a special bay, from which it can launchfrom at as a standard action, the parent Transformer gains the followingbenefits: +2 Spot, Listen, can not be flanked, +1 Init, ranged attacks havetheir ranged increased by 20 feet, and gains Fast Heal 5 for 5 rounds twice perday. If the mini-con is destroyed, the parent Transformer permanently loses 20Hit Points, 2 points of Constitution, and -1 to attack, saves and Defense.
OverDrive - TheTransformer can overcharge its systems for short periods of time. For 3 + 1/2Con modifier rounds, the Transformer gains the following benefits: When makinga full attack action, may make one extra attack with any weapon being held, orbuilt in, using full attack bonus. Gains +1 to attack rolls and +1 Dodge bonusto Defense and Reflex saves, however any condition that causes the lose of Dexmodifier to Defense, also causes the lose of the Dodge bonus. All forms ofmovement area also increased by 30. Afterwards the Transformer is fatigued. Useable 2 + 1/2 Con modifiertimes per day.
Repair - TheTransformer has advanced repair subroutines and systems that allow it to repairitself or other mechanical devices (robots, objects, mechs, vehicles and evenother Transformers) with a simple touch, requiring a Repair check DC 15,repairing 2d4 HP. This ability can only be used 2 + 1/2 Con modifier times perday.