Character Sheet
Name:
Gender:
Rank – Level, overall power rating, authority.
Strength – Physical strength, melee attack and damage, carrying capacity.
Intelligence – Problem-solving ability, insight, perception.
Speed – Humanoid mode movement rate, overall defense, ramming attack and damage.
Endurance – Health point maximum, physical resistance.
Courage – Leadership ability, determination, willpower.
Firepower – Ranged attack and damage.
Skill – Agility, targeting, technical aptitude
Health Points – Physical damage capacity. Endurance x Size
Size – Overall size and mass in humanoid form.
Hacking – Ability to access and alter hidden information in computer systems. Intelligence + Skill
ECM – Ability to hide from electronics, and to counteract such hiding in others. Firepower + Skill
Stealth – Ability to move quietly and unseen. Skill
Detection – Ability to notice hidden objects and people. Intelligence
Character Creation
Rank begins at 1, and increases through experience. As characters gain experience and accomplish missions, Rank increases, which provides more points to increase stats.
Cybertronians begin play with 25 points to spread between the seven stats as desired. The average stat will be around 3 or 4, while actual average for most characters is 2. The maximum value for any stat is 10.
Size is chosen rather than bought with points, and applies to Strength, Stealth, and Health Points both in and out of combat. Size 1 is 1 meter (small animals), and each rank doubles the increment. Size 2 is 2 meters (humans), Size 3 is 4 meters (Bumblebee), Size 4 is 8 meters (Optimus Prime), and so on. You lift things in smaller Size categories, you may lift things in your own Size category, and you may push things up to one Size category larger than you. When sneaking around, your Size and your opponent's Size are compared, with the difference acting as a bonus if you are smaller or a penalty if you are larger.
Speed is measured in meters, using the character's Size rating as an increment. For example, a Size 3 character moves 4 meters x Speed per round. Keep in mind that's a combat movement speed. Normal walking is done at Speed 1, while a character can give up attacking to sprint at double Speed.
A cybertronian can skate using wheels or thrusters from vehicle mode, improving effective movement speed at the cost of maneuverability. Rather than being able to move freely, it takes one round to either stop or change direction, meaning it takes two rounds to double-back. The same applies to using vehicle mode for movement, but vehicle mode can travel much faster. Movement speed can affect combat rolls depending on the situation, often giving bonuses to melee attacks and ranged defenses, but penalties to ranged attacks and melee defenses.
Task Resolution
When something needs to be done, characters use their stats to beat difficulty numbers. Choose the stat that most effectively matches the action at hand and add 2d6. Difficulty numbers can range anywhere from 5 onward, with 10 being an average difficulty and 15 being challenging.
In general, most mundane tasks won't need to be rolled for, and even many heroic tasks should simply succeed if it would better the story. Where the die rolls really come in is in combat, two opponents struggling for survival.
In combat, each character gets to Move and take Action. Attacking, transforming, and performing other acts that require attention takes an Action, while any movement requires a Move. A character can give up an Action for an extra Move and vice versa.
To determine initiative order, or who acts first, each character rolls Speed + Rank + 2d6, acting in order from highest roll to lowest. In the case of a tie, the two roll again and act in order, but on the same initiative number.
Rolling for contested actions, with one character pitted against another directly, is a simple process. Add all related stats together and subtract all related penalties. All rolls use 2d6 to add to the appropriate modifiers. The higher roll wins.
Melee combat uses Strength or Speed vs Strength or Speed. If the attacker wins the roll, the damage dealt is Strength x Size difference + 1d6.
Ranged combat uses Firepower + Skill vs Speed + Skill. The smaller character adds the difference in Size to their roll. If the attacker wins, damage is Firepower x Size difference + 1d6.
In all cases, the attacker has the option of trading a modifier to attack rolls in exchange for a modifier to damage rolls. This can represent forming weapons with different properties, firing a salvo of mini missiles as opposed to a single large cannon, or it could just be down to using different tactics and maneuvers.
Damage is dealt to a character's Health Points, which determine how much damage a character can take before being hurt. Once HP is reduced to 0, the character is Wounded and should get medical care. HP resets to full, with any remaining damage applying from there. When HP is reduced to 0 while a character is Wounded, it becomes a Critical Wound. HP resets to full again and remaining damage is applied. Once HP is reduced to 0 a third time, the character is Incapacitated. At that point, the character is out of the action temporarily, usually until some time undergoing medical treatment.
Damage within one wound tier only lasts for that round, meaning if an attack doesn't reduce a character's HP to 0 in a single round, the character isn't Wounded. HP returns to full at the beginning of each round. For an especially tough opponent, it may take several characters working together to harm it.
A Wounded character receives a -3 penalty to all rolls. A Critically Wounded character only rolls 1d6 instead of 2d6. An Incapacitated character can't do anything, except maybe talk a little bit for a few seconds before passing out.
Advancement and Spark Points
At the end of any given adventure, players are awarded Spark Points. Spark Points are for character advancement, and can increase stats and Rank. The number of SP required to increase Rank by 1 is Rank x 10, and a stat can be increased using Stat x 3. Points should be awarded as follows:
1 SP for playing
1 SP for good roleplaying
1 SP for good thinking
1 SP for dramatic heroism
1 SP for dramatic villainy
1 SP for success of a major goal
1 SP for gaining wisdom (ask what was learned)
When Rank increases, the character can improve three stats by one point each.
Instead of increasing Rank or stats, Spark Points may be spent to gain bonuses to rolls, or to apply penalties to opponents’ rolls. Spending a Spark Points on a roll grants +1d6 to the roll, or -1d6 to an opponent’s roll.
Cybertronian Abilities
Transformation - Cybertronians have the ability to copy any machinery they take an action to scan. This lends well to stealth, since they can spend an indefinite amount of time hidden as a vehicle, tool, or other device. They can even replicate the functions of such a device, so long as the object is functional at the time of scanning. Any time a cybertronian scans a new form, the old one is lost and must be rescanned to be used again.
As a side effect of their ability to change form, Cybertronians can change their bodies into various weapons, including melee weapons such as blades and clubs, as well as various energy and projectile ranged weapons. Ranged weapons are generally energy-based, powered by their own laser core, though some prefer to use solid ammunition or missile weapons using bits of their own bodies. These different weapons are really all just special effects, but their description may add situational modifiers depending on the scene.
Transponder - While in alternate form, the cybertronian has the option to either display personal information to any Tcybertronians looking, including name and faction, or not, enabling them to pretend to be no more than a normal specimen of whatever they appear to be.
Transmission - Cybertronians can communicate with one another over long distances using radio transmissions as if it were normal speech. Consider it a form of telepathy blocked by certain materials or other interference. In addition, a cybertronian may take an action to activate ECM, jamming tracking devices and communications in the surrounding area. Roll ECM + 1d6 to determine the difficulty to overcome the jamming. Other characters may roll ECM + 1d6 to try and beat it. If so, they are no longer affected.
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