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(RG) Transformers: Robots in Disguise!
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<blockquote data-quote="Vendetta" data-source="post: 1722247" data-attributes="member: 14961"><p><strong><u>Character Creation Guidelines </u></strong> <em>Please post your characters following this post</em></p><p><strong>Side</strong>: All characters must be Autobots.</p><p></p><p><strong>Classes</strong>: Any four in any combination from the “<u>Mechamorphosis</u>” 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.</p><p></p><p><strong>Level</strong>: 3rd level</p><p></p><p><strong>Hitpoints</strong>: Maximum.</p><p></p><p><strong>Priorities</strong>: Sum to 15</p><p><u>Priority addendums</u></p><p><em>Alt Form Design</em>: 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 <a href="mailto:rahjr2k@hotmail.com">rahjr2k@hotmail.com</a></p><p></p><p><em>Form Feats</em>: No changes</p><p></p><p><em>Ability Scores</em>: 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.</p><p>Priority . . . Points</p><p>. . 1 . . . . . . 26</p><p>. . 2 . . . . . . 30</p><p>. . 3 . . . . . . 34</p><p>. . 4 . . . . . . 38</p><p>. . 5 . . . . . . 42</p><p></p><p><em>Special Power</em>: No change</p><p></p><p><em>Gear</em>: No change… However, I am granting 1 bonus gear point per level, which means you will have +3 gear points to spend.</p><p></p><p><strong>Feats</strong></p><p><em>Increased Nexus Energy Reserve</em> (Form): You gain one additional point of Nexus Energy Reserve per level. This feat can be taken multiple times with the effects stacking. </p><p></p><p><em>Superior Special Power Focus</em>: Identical to Greater Special Power Focus. +1 added to the DC to resist the power (for a total of +3)</p><p></p><p><em>Extraordinary Special Power Focus</em>: Same as Superior. +1, total of +4.</p><p></p><p><strong>Special Powers</strong>: 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.</p><p></p><p><em>Once a day/duration rule</em>: 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.</p><p>Note on Mage Armor: The duration for this as a power would just be per minute rather than per hour.</p><p></p><p>WOAH… we don’t have enough Nexus energy for that!!! See Nexus Energy Reserve Below.</p><p></p><p><strong>Gear</strong>: 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. </p><p>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. </p><p></p><p><strong>Nexus Energy Reserve</strong></p><p>Normal: One NER point per level. GONE!</p><p>New: Starting Nexus Energy Reserve = Special Power Priority + Int Mod</p><p>Per Level, including first = Cha mod +1 (Minimum gain of +1 per level, regardless of Cha mod.)</p><p>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. </p><p>At second level, Morphacon will gain his Cha mod +1 more Nexus energy points. (+3 more, for a total of 10)</p><p></p><p>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. </p><p>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.</p><p>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”.</p><p></p><p><strong>Stasis</strong></p><p>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. </p><p></p><p><strong>Hardness and DR</strong></p><p>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.</p><p></p><p><strong>Medium</strong>: 7</p><p><strong>Large</strong>: 8</p><p><strong>Huge</strong>: 9</p><p><strong>Gargantuan</strong>: 10</p><p></p><p>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)</p><p></p><p>If there are any complaints, let’s discuss them in the OOC thread and probably make changes to our character creation guidelines.</p></blockquote><p></p>
[QUOTE="Vendetta, post: 1722247, member: 14961"] [b][u]Character Creation Guidelines [/u][/b] [i]Please post your characters following this post[/i] [b]Side[/b]: All characters must be Autobots. [b]Classes[/b]: Any four in any combination from the “[u]Mechamorphosis[/u]” 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. [b]Level[/b]: 3rd level [b]Hitpoints[/b]: Maximum. [b]Priorities[/b]: Sum to 15 [u]Priority addendums[/u] [i]Alt Form Design[/i]: 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 [email]rahjr2k@hotmail.com[/email] [i]Form Feats[/i]: No changes [i]Ability Scores[/i]: 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 [i]Special Power[/i]: No change [i]Gear[/i]: No change… However, I am granting 1 bonus gear point per level, which means you will have +3 gear points to spend. [b]Feats[/b] [i]Increased Nexus Energy Reserve[/i] (Form): You gain one additional point of Nexus Energy Reserve per level. This feat can be taken multiple times with the effects stacking. [i]Superior Special Power Focus[/i]: Identical to Greater Special Power Focus. +1 added to the DC to resist the power (for a total of +3) [i]Extraordinary Special Power Focus[/i]: Same as Superior. +1, total of +4. [b]Special Powers[/b]: 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. [i]Once a day/duration rule[/i]: 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. [b]Gear[/b]: 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. [b]Nexus Energy Reserve[/b] 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”. [b]Stasis[/b] 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. [b]Hardness and DR[/b] 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. [B]Medium[/B]: 7 [B]Large[/B]: 8 [B]Huge[/B]: 9 [B]Gargantuan[/B]: 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. [/QUOTE]
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