(RG) Transformers: Robots in Disguise!

Vendetta

First Post
Character Creation Guidelines Please post your characters following this post
Side: All characters must be Autobots.

Classes: Any four in any combination from the “Mechamorphosis” rulebook. There are no XP penalties for multi-classing in this game. When you level to four and gain a +1 ability score bonus, it is represented by your character and the nanomechs that are a part of you getting used to the new body.

Level: 3rd level

Hitpoints: Maximum.

Priorities: Sum to 15
Priority addendums
Alt Form Design: No Transformer may be larger than Gargantuan. The Alt Form priority can be higher than the priority of the actual vehicle taken. Each Priority point above the actual vehicle results in 2 shifts to make the vehicle’s abilities better. A shift could be a +50% increase to speed (in all scales), +50% increase in acceleration, a shift up the maneuverability chart (Good to Perfect, Poor to Average, etc) or adding an extra two weapon or tech slots. For example; A Decepticon Fighter Jet might take priority of 4 rather than the priority of 3 required for a Fighter Jet. He could then increase his Maneuverability up from Average to Good and increase his speed from 1100 MPH to 1650 MPH so that his Jet Fighter mode is superior to a normal Earth Jet fighter. If you have any questions about how to use priority shifts for your Alt Form (perhaps you are a structure alt form) simply e-mail me at rahjr2k@hotmail.com

Form Feats: No changes

Ability Scores: I like characters in my D&D campaigns to have average ability scores of 13 to 14. This is only possible with the top priority of five. Therefore I am bumping the score totals UP for ability score priority so that the median average priority falls into that range. Essentially, you gain 6 bonus points.
Priority . . . Points
. . 1 . . . . . . 26
. . 2 . . . . . . 30
. . 3 . . . . . . 34
. . 4 . . . . . . 38
. . 5 . . . . . . 42

Special Power: No change

Gear: No change… However, I am granting 1 bonus gear point per level, which means you will have +3 gear points to spend.

Feats
Increased Nexus Energy Reserve (Form): You gain one additional point of Nexus Energy Reserve per level. This feat can be taken multiple times with the effects stacking.

Superior Special Power Focus: Identical to Greater Special Power Focus. +1 added to the DC to resist the power (for a total of +3)

Extraordinary Special Power Focus: Same as Superior. +1, total of +4.

Special Powers: Confusing… basically, the level of the spell from the PHB +1 is the power Rank. We really need to discuss these powers because there are just too many in the PHB to try to list what isn’t appropriate or how it needs to be changed to work in the Mechamorph world. Let’s talk! Also, you may chose to have a spell “cast” at a higher level, such as the case of a Magic Missile spell. This is normally a Rank 2 power, using one missile. If you paid it up to Rank 4, then it would have 3 missiles as if you were a level 6 sorcerer/wizard casting the spell. (Rather than having the missiles hit “every time” we would say that there are about 5 small missiles that launch doing one point each that hit, the d4+1 roll representing how many missiles hit.) Most of the spells should transfer over easily enough. However, I’ll need to approve any and all special powers.

Once a day/duration rule: I don’t like it! I’ve got a “new” system for using powers that should be easy enough and allow more uses of your power(s). Each rank equals the amount of Nexus Energy required to “activate” the power. Instant powers, such as Magic Missile, fire once. Powers with a duration will last for the per round/minute/hour/etc listed in the spell description. With each time increment (or fraction there of) the rank in Nexus Energy must be spent again.
Note on Mage Armor: The duration for this as a power would just be per minute rather than per hour.

WOAH… we don’t have enough Nexus energy for that!!! See Nexus Energy Reserve Below.

Gear: There are dozens of types of weapons in the transformer universe and this list just doesn’t cut it. Therefore, you may change the “special effect” of any of the weapons listed to something else to ‘make it more unique’ or personalize it. Each special effect has its own drawbacks and advantages. A “Napalm Thrower” would catch stuff on fire but might have very little effect on some things (like boulders or a concrete wall). These special effects will be RPed out as makes sense in the given situation.
Additionally, you may use a gear point to increase the damage of a weapon by a single “size category” (as listed on table 6-4) but cannot increase the damage by more than double (max damage) what it started.

Nexus Energy Reserve
Normal: One NER point per level. GONE!
New: Starting Nexus Energy Reserve = Special Power Priority + Int Mod
Per Level, including first = Cha mod +1 (Minimum gain of +1 per level, regardless of Cha mod.)
So the Decepticon, Morphacon, with a 3 Priority on Special Power (has a rank 3 power) with an INT of 12 (+1 mod) and a Charisma of 14 (+2 mod) would start at first level with 3 (power) + 1 (Int) +2 (Cha) +1 (bonus) would have 7 Nexus Energy. He would be able to use his rank three power twice (or for two durations) and have one point left for the uses listed on pg. 54.
At second level, Morphacon will gain his Cha mod +1 more Nexus energy points. (+3 more, for a total of 10)

Why? Intelligence? Well, the way I see it, a smarter Transformer will be better at finding ways to stretch his reserve of energy and be more efficient.
Special Power Priority? If you get as many Nexus points as you have in the priority then you will at least be able to use your power(s) once.
Charisma? Well, apart from a couple skills that use it, it doesn’t have much use in Mechamorphosis. In D&D, Charisma powers all kinds of spells, turning effects, songs and the like… so why not power mechamorph powers and make it a more useful ability score instead of a “throw-away”.

Stasis
Normal rules apply for healing while in your four hour stasis. In addition, you gain your Charisma mod of Nexus Energy Reserves back while in stasis. (yes, you can use up much more than you can gain back pretty easily, so don’t waste it) but never above the maximum reserve.

Hardness and DR
Every Mechamorph has a DR of 10/Nexus Energy (though, all Mechamorp's imbue any weapon they use with that Nexus energy so this is only good for shrugging off attacks from Earthlings) AND Energy Resistance 10. Having the energy resistance doesn't make sense to me. Why do they resist energy better? They have delecate circuts that can overload from excess energy, etc. So, I'm replacing this rule with a hardness rule that effects all kinds of attacks. A character's starting Hardness is based on size and it stacks with an other DR a character picks up via feats or class abilities.

Medium: 7
Large: 8
Huge: 9
Gargantuan: 10

OK, I guess that concludes the character creation rules. Sorry about making the changes that I have made but I hope that you are not too upset with them. I did them for a couple reasons… 1) I wanted to make the characters a bit more powerful than they would normally be by the regular rules. 2) I wanted to give you more options. And 3) I wanted to try to simulate the Transformer series a bit more (I know they used some of their powers more than once a day)

If there are any complaints, let’s discuss them in the OOC thread and probably make changes to our character creation guidelines.
 
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Bushido
Scout 2/Soldier 2
"Honour is the Truest Edge"
Primary Form
Size: Large (Tall)

Ability Scores 5
Alt Form 2
Form Feats 3
Tech Gear 1
Special Powers 4
Total 15

Str 17 (+3) (10)
Dex 16(+3) (10)
Con 14(+2) (6)
Int 14 (+2) (6)
Wis 12 (+1) (4)
Cha 14 (+2) (6)
Total 42 Points

HD: 2d8 (16) + 2d12 (24) + 6 + 16 (62 hp)
AC: 19 (10 (base) + 4 (insight) +3 (dex) -1 (size) + 3 (natural))
20 (vs 1 opponent)
Attack Bonus: +4 (+2 (BAB) + 3 (Strength) - 1 (Size))
Grapple: +8 (AB + 5)
Katana: +5 (AB + 1 (Weapon Focus)) (4d6 19-20/x2)
Bow: +4

Fort: +5 Ref: +6 Will: +1
Special Qualities:
Damage Reduction (8+1)/- and 10/Nexus Energy
Living Machine
Imbued Attacks
Morph (Move-action/Free Action when taken as part of another action)
Rapid Healing (1 hp and 1 ability point/hour)

Alt Form (Masterwork Honed Katana)
(One-handed Exotic Archaic Weapon)
(+1 enhancement bonus to hit)
(Damage varies by wielder) (19-20/x3)
Medium 2d6
Large 3d6
Huge 4d6
Gargantuan 4d8

Class Abilities
(Scout 1) On The Move (Can morph as a free action as part of another action)
(Soldier 1) Built To Last 1 (Damage Reduction 1/-)

Skills (40 Skill Points + 10 (Scout) + 4 (Soldier) +4 Soldier)
Acrobatics 5 (+8)
Atheletics 5 (+8)
Build/Repair (Simple) 6 (+9)
Concentration 5 (+7)
Disguise 5 (+7)
Interaction 5 (5 (class) ) (+7)
Knowledge (Warfare) 6 (4 spent (cc) + 5 spent (class)) (+9)
Knowledge (Earth History) 2 (4 spent (cc) (+4)
Knowledge (Earth Geography) 2 (+4)
Senses 7 (+9)
Stealth 5 (+4)

Form Feats (6): Imbuing Weapon, Masterwork (Katana),
Honed, (3 Delayed - Quick Morph, Greater Imbuing Weapon, Keen)
Basic Feats:
B: Weapon Focus (Katana)
1: Exotic Archaic Weapon Proficiency (Katana)
3: Quick Draw
Class Feats:
Scout 1: Dodge
Scout 2: Combat Expertise
Soldier 1: Improved Disarm
Soldier 2: Mobility
Special Powers:
Energon Blade
"Greater Magic Weapon" (Rank 4)
Total Rank: 4

Gear
Tech Gear
Repair Tools 1 (2)
Long-range Visual 1 (1)

Weapons (2 Gear Points)
Energy Katana (4d6 19-20/x2) (1 Gear Point Enhancment)
Composite Longbow (3d6 20/x3) (Range 100') (1 Gear Point Enhancement)

Gear Total: 6/6 (4 (level) + 2 (Priority 1))

Nexus Energy Reserves: 6 (Base) + (3) (1st) + 3 (2nd) +3 (3rd) + 3 (4th) = 14/18
Stasis Recovery: 6 Nexus Points

Appearance:
Bushido is an 8 foot tall robot, his head follows the form of the traditional samurai helmet, and his body is white with a series of silver circles around it. He has golden potrusions from the top of each shoulder. His legs are the same white as his body, but his feat are a golden colour.

Weapons:
The top silver circle is detachable forming the frame of an energy bow, and the left shoulder protrusion detaches to form the hilt of the Energy Katana.

Transformation sequence:
Arms lock to side.
Shoulder protusions drop to level with shoulders and lock into place form a guard.
Feat turn to point out, legs and head contract into body.
Helmet horns lock together into a blade shape which grows into a katana blade.
Grows or shrinks to fit the hand of the wielder.
Blade is surrounded with a silver energy.

Personality
Bushido is an honourable warrior. Although this makes him a brave warrior it often endangers him, since Bushido believes destruction to be a better fate than dishonour, which means he often fails to retreat when it would be in his best interests to do so.However Bushido is not mindless in combat, he fights to the best of his ability using skill rather than force and will follow the word of his commander to the end.
 
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STICKSHIFT
Autobot Soldier 4
"No task is complete until you have succeeded."

AltF: 1 (Heavy Pickup [SUV])
Feat: 3 (6)
Abil: 4 (36)
SPow: 4 (Overdrive & Electron Punch)
Gear: 3 (8 + 4)

STR: 19 [16 pts]
DEX: 10 [ 2 pts]
CON: 16 [10 pts]
INT: 12 [ 4 pts]
WIS: 10 [ 2 pts]
CHA: 12 [ 4 pts]

Size: Huge (-2 ac, attack, -12 stealth, fine manipulation)
HP: 78 (4d12 +12 con +18 size)
AC: 15 (+ 7 natural - 2 size)
DR: 10/- and 10/Nexus
BAB: +3
NR: 13

Fort: +7
Refl: +1
Will: +4


ATTACKS:

Punch (+6 attack, 2d8 + 6 damage, 20/x2, Nexus Bludgeon)
Ramming (+7 pilot, 4*[(S+1)d6], take SZ*[(S-1)d6] – 5)
Grapple (+5 to grab, grapple +14, +18 vs larger opponents)

CLASS ABILITIES:

Brawler (+4 grapple vs larger opponents)
Built to Last (DR 1/-)

SKILLS: (bonus/ranks)

Athletics: +8/4
Concentration (cc): +6/3
Pilot: +7/7
Senses: +4/4

FEATS:

Armor Boost (form)
Concealed Weapon [Missile Launcher] (form)
Greater Unarmed Strike (form)
Vehicle Ramming (form)
Improved Unarmed Strike (Soldier 1)
Weapon Focus: Unarmed Strike (Soldier 2)
Combat Pilot (1st)
Iron Will (3rd)
Weapon Specialization: Unarmed Strike (Soldier 4)

ALT-FORM:

Speed: 8/18/2 (102 mph)
Maneuverability: Average
Acceleration: 2/.5
Weapons: 4
Tech: 4

GEAR:

Reinforced Bumper (2)
Infrared Sensors (2)
Missile Launcher [Alt Form and Concealable](7)
All Terrain Tires (1)

SPECIAL ABILITIES:

Overdrive (unique) [Level 2]
--(+4 strength)
--(1 min, no penalty)
--(Additional Minutes Fort DC 10 + 5/use vs malfunction)

Electron Punch (as shocking grasp) [Level 2]
--(1d6/level (max 5d6) electrical damage on touch attack)
--(+3 attack vs metal armor)
additional:
--(damage may be added, +1d6/point (no more than double damage))
--(Take 1/4 electrical damage inflicted (no save))



Descriptions:

Alt: in his alternate form, Stickshift appears as a large, rugged sports utility vehicle. He is a blue metallic color with a matte grey undercarriage. He has heavily tinted windows to disguise the fact that he has no driver at the wheel. If needed, his front windshield can fold down to reveal a rack of missile for dealing with distant threats.

Primary: as a robot, Stickshift is a hulking and fairly imposing figure. His left and right sides fold out to form gigantic forearm guards while the rear hatch splits apart into thick fingers at the end of his hands. The hood and undercarriage fold down to form stocky legs to support his frame and the cab remains in place to form his barrel chest. His head raises out of the cab. The missile launcher projects out of his back, pointing upwards. He leans forward in order to fire at foes in front of him.

Special Abilities: Stickshift has the ability to turn off certain safeguards in his power networks and mechanics. This allows him to unleash a large amount of strength, but he risks damage to his systems if he attempts this for too long. His other special ability involves a series of capacitors and conducting plates along his arm guards and fingers. When needed he can charge these plates and unleash a devastating electrical attack on his opponents. His overdrive ability also has an effect on this attack, allowing him to in effect overload the electric systems, causing much more damage, but also injuring himself.

Personality: Stickshift is a fearless warrior in the cause of good. His bravery and selflessness have well served the Autobots in their struggles on Cybertron. But he is sometimes too overenthusiastic about charging into battle, even when the odds are against him. He is relentless in tasks assigned to him and will expend every ounce of strength he has in order to complete them. Occasionally he is chided for recklessness, but he always works on improving himself. No matter what else happens, he is fiercely loyal to his cause, friends and leaders.

Background: Before the civil wars began, Stickshift was one of the hardest workers among the Cybertronians. He put his great strength to work in order to improve his planet in his own little ways. He was outraged at the actions of the Decepticons, and their efforts to tear down all that he had built. He soon caught word of a resistance and went to Optimus Prime to pledge himself to the new cause.
 
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Jackknife: Autobot (Solider)

JACKKNIFE
Autobot Scout 1/Soldier 2
"One’s actions should speak louder than their words."

AltF: 3 (Tracker Trailer [Kenworth: T600])
Feat: 3 (6)
Abil: 5 (42)
SPow: 1 (Overdrive & Electron Punch)
Gear: 3 (8 + 3)

STR: 16 +3 [10 pts]
DEX: 10 [ 2 pts]
CON: 19 +4 [16 pts, 4th level bonus]
INT: 14 +2 [ 4 pts]
WIS: 10 [ 4 pts]
CHA: 14 +2 [ 4 pts]

Size: Gargantuan (-4 ac, attack, -12 stealth, fine manipulation, +12 Grapple, Unarmed Strike: 4d6 )
HP: 90
AC: 13 (+ 7 natural - 4 size)
BAB: +2
DR: 20/- or 10/Nexus

Save vs. Fortitude: 7 [BASE (3) + CON MOD (4)]
Save vs. Reflex: 1 [BASE (1) + DEX MOD (0)]
Save vs. Will: 1 [BASE (1) + WIS MOD (0)]


ATTACKS:
Punch (+5 attack, 4d6 + 3 damage, 20/x2, Nexus Bludgeon)
Ramming (+6 pilot, 4*[(S+1)d6], take SZ*[(S-1)d6] – 5)
Grapple (+4 to grab, grapple +15)

CLASS ABILITIES:
On the Move (Scout)
Bonus feat (Scout)
Adaptive Defense II (Soldier)
Bonus Feat x2 (Soldier)

SKILLS: (bonus/ranks) 40 + 4 + 4
Acrobatics +4/4
Athletics: +10/7
Build/Repair (Simple) +9/7
Interaction: +6/4
Knowledge: Galaxy +6/4
Knowledge: Earth Culture +6/4
Knowledge: Warfare +6/4
Concentration: +8/4
Pilot: +7/7
Programming: unsure +?/4
Senses: +7/7


FEATS:
Increased Acceleration (form)
Increased Maneuverability (form)
Greater Unarmed Strike (form)
Vehicle Ramming (form)
Mounted Weapons (form)
Armor Boost (form)
Combat Pilot (Scout 1)
Power Attack (Soldier 1)
Vehicle Charging (Soldier 2)
Improved Unarmed Strike (1st)
*** Exotic Archaic (3rd)

ALT-FORM:

Speed: 9/24/3 (137 mph) (Alt Form Bonus)
Maneuverability: Good (Alt Form Bonus, Increased Maneuverability form feat)
Acceleration: 2/1 (Increased Acceleration form feat)
Weapons: 4
Tech: 10

GEAR: (12)

All Terrain Tires (1)
Infrared Sensors (1)
Reinforced Bumper (2)
Flamethrower (1) [mounted weapon]
Flamethrower (1) [mounted weapon]
Automatic Blaster Carbine (6)

SPECIAL ABILITIES:

Message (unique) [Level 1]
--(10 min/level, 100ft + 10ft/level)
--(Jack-knife, a leader on the battlefield, often has to send important messages or orders. He’s developed a tight beam transmission system that cannot be intercepted.)

Descriptions:

Alt: The Kenworth T600 was the most aerodynamic truck on the market when it was introduced in 1985 and it still is. Today the T600 continues to have few peers in aerodynamics, performance and comfort.

The T600’s unsurpassed aerodynamics makes it a perfect truck for line haul applications. With the superior maneuverability provided by its set-back front axle, the T600 is the perfect truck for pick up and delivery and regional haul applications. Or select from the wide range of weight-saving options and the T600 is the ideal truck for bulk haulers or anyone trying to maximize payload.

Primary:

Special Abilities:

Personality:

Background:

jackknife.jpg
 
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Pheonix
Autobot Scout 2/Soldier 2


Motto: The need for speed

Priorities

Alt Form 2 sportscar[ Firebird]
Form Feats 3 :6
Special Power:3 flight
Abilities 4: 38
Gear 3: 8+4 level=12

Str 14 +2
Dex 17 +3
Con 14 +2
Int 14 +2
Wis 12 +1
Cha 14 +2

Size: Large Sportscar (-1 ac attack +4 grapple -4 stealth)
Hp:64 2*8+2*12+8+16 size
AC: 19 10+3 dex +4 insight -1 size +3 natural
B.A.B +2
N.R. 17

SAVES
Fort +5
Ref +4
Wil +1

ATTACKS
Punch +4 2d6 +2 20/x2 Nexus Bludgeon
Grapple +4 grab +6 grapple
Advanced Automatic Blaster Carbine +5 3d10 19-20/x3 Nexus Laser

Class Abilities
On the Move :may change form once a round as a free action as part of another action
Marksmech as a full round action may add 1d8 to a ranged attack


Skills (bonus/ranks) 40 +10 +4+4
Pilot 10/7
Senses 7/6
Build/Repair simple 7/5
Knowlege Warfare 6/4
Acrobatics 8/5
Interaction 7/5
Concentration 7/5
Stealth 4/5 5 ranks +3 dex -4 size
Disguise 7/5
Knowledge Geography 7/5
Knowledge Culture 5/3
Computer Use 5/3

Feats:
Increased Manuarablity [form]
Increased Acceleration [form]
Improved Unarmed attack [3rd]
Greater Unarmed attack[Soldier 1]
Combat Pilot [scout 1]
Vehicle Charging [Scout 2]
High Perfomance [1st]
Gear Slots [2] [form]
Mini Didgets [form]
Vehicle Ramming [form]
Point Blank Shot [Soldier 2]

Alt Form: Red Sportscar
Speed 24/60/6 340 mph [Alt Form Bonus]
Maneuvarabilty Perfect [Increased Maneuvarability Feat]
Acceleration 9 [Increased Acceleration Feat]
Weapons 2 [none]
Tech 3 [Gear Slots]

Gear
Advanced Automatic Blaster Carbine [8]
All-Terrain Tires [1]
Infrared Sensors [2]

SPECIAL ABILITIES:
Jump Jets 3 [ Flight 4 minute duration]

Descriptions:

Alt: Red Firebird

Primary:

Special Abilities:

Personality:

Background:
 
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