Transformers Tabletop RPG

Download as docx, pdf, or txt
Download as docx, pdf, or txt
You are on page 1of 49

FATE: Transformers

Role-Playing Game

A well-meaning hack of Evil Hats FATE System


By Aidan Walsh
With material drawn from or inspired by FATE Core, FATE Accelerated Edition, The
FATE System Toolkit, and The Dresden Files RPG from Evil Hat Productions, and FATE
Robotech.

FATE: Transformers

Under the orders of Rhinox, Minister of Higher


Dimensional Sciences, Axiom Nexus
Office of Rewind, 3rd Assistant Sub-Secretary to the Minister of Higher Dimensional Sciences

In the ever-continuing effort to catalogue the multiverse, it has fallen to me


to devise a system by which theoretical universal streams may be simulated and
possible eventualities allowed to play out in a controlled environment. For this
purpose, I have borrowed a peculiar Lowtech custom hailing from the organics of
the Quadwal universal cluster (specifically, the third planet of the clusters analogue
of the Sol system) through which
Sorry, my boss Rhinox was standing over my shoulder. Writing in that silly
science talk they insist on having us use (something about setting an example for
the Lowtechs) gets tiring. Anyway, what follows is a little project Ive been working
on
we may explore eventualities that rely more on the decisions of the streams
residents, rather than the physics of the stream itself. This method, referred to by
the organics as a tabletop role-playing game (abbrev. RPG), will allow a sort of
theoretical reconnaissance to take place before a stream is even detected
- sorry again. If you ask me, Im not sure Rhinox gets any higher dimensional
sciences done beyond walking by to harass me. Anyway, what Ive been working on
is called a tabletop role-playing game, or RPG, something I picked up scanning the
data files of the humans (an organic species, if you havent heard of them, that
involves itself significantly in Cybertronian history in a statistically anomalous
number of universal streams).
Its basically a storytelling device, and from what I understand its a hobby to
which some humans devote an alarming portion of their short lifespan (only a single
Vorn, give-or-take a few stellar cycles). Of course, the humans write all of their RPGs
to simulate humans (and sometimes human-like aliens or various varieties of short
or pointy-eared human), and I think those of us that know anything about humans
know that we probably wouldnt want to spend much time pretending to be a
human (I suppose the cavalier disregard for ones own life one must have if one has
only a Vorn to look forward to could be an interesting experience to try, but I
digress). So Ive taken it upon myself to alter one of their existing games, the FATE
System created by the human organization known as Evil Hat Productions, to be
more appropriate for simulating Cybertronians of any universal cluster or time
period.
Of course, Rhinox thinks the game is Serious Business, so Im going to have
to pass it off as a worthy scientific pursuit as well. Just bear with me for those parts:
if its in italics, you dont have to read it.

FATE: Transformers
Til all are one,

FATE: Transformers

Rewind, 3rd Assistant Sub-Secretary to the Minister of Higher Dimensional


Sciences.Chapter

1: The Basics

C. F. FATE, Chapter 1
In some RPGs, it is customary to give the Game Master some special name like the Marshall
or the Keeper. This is confusing. And stupid. Its just the Game Master. Anyway, its your
game, so if you want to give the GM a stupid special name, go ahead. I recommend the
Furman.
This game assumes that your group will use the d6-d6 dice variant (or the 2d6-7 variant, which
has an identical probability distribution), as I find its greater probability swing better represents
the Transformers multiverse.

FATE: Transformers

Chapter 2: Game Creation


Unlike some other RPGs that you may have played, FATE and its derivatives expects facts of the
game (setting, power level, story, and the like) to be determined cooperatively by the whole
group, not single-handedly by the GM. The GM can do all this work singlehandedly, but I find
that its more fun to have the whole group involved.
Step 1: Setting
The multiverse is vast, and before beginning a Transformers game it is necessary to
establish some facts about the setting. To the uninitiated, a peculiarity of the Transformers
property is that it has an enormous number of continuities, so starting a game with the intent to
run it in the Transformers setting is not as cut-and-dry as starting a game in the Star Wars or
Lord of the Rings setting; the players and the GM must decide which of the dozens of
Transformers settings to play in, or just create their own. This guide will walk your group
through determining what the setting will look like.
Select Universal Cluster
Individual realities consisting of a single timeline are called universal streams. Axiom
Nexus has catalogued and documented 15,962,782 of these realities, and estimates the existence
of at least 59,927,225 streams that have yet to be catalogued. Most universal streams can be
classified into one of a number of universal clusters, groups of similar realities. In what cluster
your game takes place (if you choose to use a documented cluster) will affect both the nature of
the setting and its history. What follows is a list of universal clusters and a brief description of
their commonalities.
For whatever reason, the humans of the Quadwal cluster mentioned in the introduction
have some awareness of these realities, as they appeared in various human media between their
year 1984 and the destruction of the planet about half a Vorn later. In appreciation of this
anomaly, I have listed the name the humans have for the cluster (what they call a continuity
family) in parenthesis, along with the clusters scientific name.

Primax (Generation 1): The Primax cluster is the largest collection of realities, and
often the one by which other continuities are evaluated. Common events in streams
of this cluster include:
o A (usually) 4.3 million year war on Cybertron between the Autobots and the
Decepticons. The cause of the war varies across streams.
o Combiner technology figures significantly into the war, with the first
combiners created by the Decepticons, although the technology eventually
finds its way into Autobot hands as well.
o Near the end of the war, circumstance brings the two factions leaders,
Optimus Prime and Megatron, as well as many of their most elite troops, to
the planet Earth, where the war escalates and the planets indigenous human
civilizations get involved.

FATE: Transformers

Optimus Prime dies (something alarmingly


Negative Polarity
common in other clusters as well) and
Universes
passes leadership onto an Autobot named
There exist realities in every
cluster where polarities are
either Hot Rod or Rodimus (names of
reversed. On a microscopic
certain historical figures are perhaps the
level, protons have a negative
most common deviation between
charge and electrons have a
individual streams of this cluster).
positive charge, but on a more
o Megatron is replaced as Decepticon leader
tangible level, there is an odd
by an individual named Galvatron.
tendency for personalities to
o Eventual Autobot victory in the Great War.
be reversed. In Primax
o Individuals of note whose role in history
-408.24 Epsilon, for example,
varies greatly depending on stream
Starscream is highly loyal and
include: Star Saber, Deathsaurus, Overlord, Thunderclash, Thunderwing, Alpha
Trion, and Fortress Maximus.
This is the most diverse cluster, with perhaps the greatest number of unique subfactions or subgroups. These subgroups are often defined by possession of some
sort of rare technology, as exemplified by the Pretenders, Headmasters, and
Micromasters, among countless others.
Another common sequence of events (once again involving Earth!) takes place
several million years in the future of the Autobot-Decepticon war. Called the Beast
Wars, common occurrences include:
o The change of the inhabitants of Cybertron into smaller, more fuel-efficient
forms, with the descendants (dont ask how that works) of the Autobots
becoming known as the Maximals, and the descendants of the Decepticons
becoming known as Predacons (sharing a name with a Decepticon subgroup
that existed during the Great War).
o The Pax Cybertronia, a peace treaty that places the Predacons at severe
disadvantage to the Maximals, resulting in the formation of the Tripredacus
Council, which seeks to build Predacon resources and assert Predacon control
of Cybertron.
o A conflict on Earth (in its pre-human past due to a time-travel phenomenon)
between the crew of the Maximal exploration ship Axalon, led by Optimus
Primal, and that of the Darksyde, a ship stolen by the Predacon criminal
Megatron (same name, different individual). The Maximals win and capture
Megatron.
o Upon return to Cybertron, Megatron (somehow) escapes captivity and
(somehow) takes over Cybertron and (for some reason) adopts a new agenda
of ridding Cybertron of organic influences. The few remaining Maximals
eventually defeat Megatron and turn Cybertron into a Technoorganic paradise
(for some reason).
o Individuals of note whose role in history varies include: Galvatron, Magmatron,
Lio Convoy, and Big Convoy.
Aurex (Unicron Trilogy): Transformers of this cluster seem to be a good deal more
resilient than those of other clusters; indeed their sparks have been observed to be
able to survive indefinitely outside of their bodies, even in the vacuum of space.
Common occurrences in this cluster include:
o Primus, the creator of the Transformers, comes into being alongside Unicron,
creates the Transformers, and becomes Cybertron.
o

FATE: Transformers

Six million years after the beginning of the Autobot-Decepticon war, the MiniCons, a diminutive third faction of Cybertronians, are created by Unicron and
soon leave Cybertron, crash-landing on Earth and its moon. Four million years
later, they are rediscovered by the Cybertronians, and the conflict on Earth
escalates with the arrival of Megatron and Optimus Prime. Unicron awakens
and is defeated, and the war ends.
o Energon is discovered in the Sol system,
and the war reignites. The events that
The Unicron Phenomenon
A worrying presence in the
follow are not pretty, and it is
multiverse, the Unicron
inconceivable that anyone would want
Phenomenon is an interto play a game taking place in this
dimensional singularity that
period.
acts as a virus of sorts,
o A black hole opens near Cybertron,
consuming realities where it
leading to a search for the Cyber Planet
can survive and retreating
Keys and the Omega Lock. These are
when it faces resistance. Most
commonly, the Phenomenon
found, and Cybertron transforms into the
takes the form of an enormous
god Primus. The Autobots achieve a final
Transformer which drifts
victory, ending the ten-million year
through space, devouring
conflict.
whole planets. To date, it has
Gargent (Challenge of the GoBots): A
curious cluster far removed from our own. Cybertron is called Gobotron, and its
inhabitants are cyborgs with organic brains and robotic bodies, not true mechanical
lifeforms. Common occurrences in this cluster include:
o A civil war erupts among the organic inhabitants of Gobotron, the GoBings,
between the terrorist group known as the Renegades and the peace-keeping
force called the Guardians.
o After an asteroid impact on Gobotron and subsequent ecological disasters, an
individual called The Last Engineer transferred the brains of the GoBings into
robotic bodies, calling the new cyborg species GoBots.
o Thousands of years later, the Renegade leader Cy-Kill attempts to begin a
campaign to conquer the universe by taking Earth, but is disrupted by the
Guardians, lead by Leader-1.
o The inhabitants of the planet Cordax, the Rock Lords, make contact with the
Guardians to seek assistance in combating the imperial ambitions of the Rock
Lord despot Magmar. The Renegades catch wind of this, and Gobotrons civil
war briefly spreads to Cordax. Magmars and Cy-Kills forces come into
conflict, and both are defeated by the allied forces of the Guardians and the
Rock Lords led by Boulder.
Malgus (Transformers: Animated): Cybertronians of this cluster tend to have
prominent chins. Common occurrences in this cluster include:
o Before any reliable record can be found, a powerful artifact called the AllSpark
comes into being and creates the Transformers on Cybertron.
o Megatron becomes leader of the Decepticons, and the Great War begins
against Autobot forces led by Ultra Magnus. To keep the AllSpark from falling
into Decepticon hands, the Autobots send it through a space bridge and the
AllSpark is lost.
o After eight million years of conflict, The Great War ends in Autobot victory. The
Decepticons are exiled from Cybertron.
o

FATE: Transformers

Two million years later, a space bridge repair crew led by Optimus Prime
stumbles upon the lost AllSpark. Megatron and his exiled Decepticons soon
track them down, and in the ensuing conflict Megatron and the Autobots
crash-land on Earth. A human named Isaac Sumdac finds scattered pieces of
Megatrons body and reverse-engineers Cybertronian technology, building a
robotics company.
o Fifty years later, Optimus Primes crew reawakens near the Earth city Detroit,
and becomes a super-hero team of sorts, fighting human criminals and
dealing with problems arising from the presence of the AllSpark on the planet.
Megatron soon returns, and his Decepticons begin a series of schemes to
reignite the Great War. These efforts are thwarted, and the Decepticons are
captured.
Nexus (TransTech): Our own cluster. The Transcendent Technomorphs are a more
advanced Cybertronian society, having avoided the barbaric conflicts which define
other clusters and instead focused efforts on scientific advancement. Axiom Nexus,
by far Cybertrons most prominent city, houses a large population of Lowtech
interdimensional travelers. Occurrences of interest in our reality include:
o The rise to prominence of Optimus, a political leader, and his associate
Megatron, a military leader, in the wake of a political scandal wherein they
uncovered ties between Sentinel Prime and Liege Maximo. Under Primes and
Megatrons leadership, Cybertron has entered a Golden Age.
o The institution of Dux Non Intruitus, the rule banning all Optimus Primes and
Megatrons of other realities from setting foot in Axiom Nexus. A notable
exception is The Convoy, an up-until-recently secret counsel of thirteen
Optimus Primes from various realities convened to deal with multiverse-scale
threats by Axiom Nexus own Optimus Prime.
Tyran (Live-Action Movies): A controversial reality in which both the AllSpark and
The Fallen hold a pivotal role in Cybertronian history. Transformers of this cluster are
more organic than those of other realities, with some having been observed to
contain copious internal fluids, and, in at least one case, the ability to urinate.
Common occurrences include:
o A mysterious, likely organic species creates the transformers by seeding
several planets with Transformium, mining the substance, and using the
AllSpark to give it life. Tyran Cybertronians are unaware of this history, instead
worshipping the AllSpark as a sole creator.
o The creation of the first Transformers, a race of trans-dimensional beings
called the Dynasty of Primes. The Dynasty creates the rest of the
Cybertronians, and the Matrix of Leadership comes into being. The Primes
employ a Star Harvester to power the AllSpark.
o One of the Primes breaks the Dynastys rule against harvesting stars orbited
by inhabited planets. He further rebels by picking several Cybertronians to
follow him as the Decepticons. He is cast out from the Dynasty and dubbed
The Fallen.
o Thousands of years later, Optimus Prime and Megatron rise to power as coleaders of Cybertron. Megatron betrays Prime, re-founding the Decepticons.
The AllSpark is launched into space, eventually finding its way to Earth.
Following its trail, Megatron is stranded and frozen in Earths arctic.
o Tracking Megatron and the AllSpark, the Autobots and Decepticons land on
Earth. Megatron is revived, and a brief conflict takes place where the AllSpark
o

FATE: Transformers

is destroyed and Megatron killed. Two years later, an AllSpark fragments


contact with a human reveals the location of the Matrix of Leadership, drawing
the attention of the Fallen and the Decepticons. Megatron is brought back to
life. Optimus Prime is killed. Optimus Prime is brought back to life. The Fallen
is killed. Two years later, another conflict erupts, destroying the Earth city
Chicago as well as Cybertron. Megatron is killed, and the Autobots have won
the Great War.
o Three years later, humans have studied the bodies of the Decepticons and
developed their own Cybertronian-based robots, which are hijacked and
manipulated by Megatron who is brought back to life as Galvatron.
Uniend (Aligned Continuity): A more recently-discovered cluster bridging Primax
and Tyran, with many commonalities with both realities. In most streams of this
cluster, Cybertronians noticeably lack noses, but there are noteworthy exceptions.
Common occurrences include:
o Primus and Unicron come into being, creating the thirteen original
Transformers. The Thirteen create a number of powerful artifacts, with which
they defeat Unicron. Unicrons body floats off into space, eventually becoming
the core of the planet Earth. The Thirteen create the first Cybertronians,
including the Predacons.
o The Decepticons form in opposition to Cybertrons caste system, and are led
by Megatron. The Great War begins between the Decepticons and the newlycreated Autobots, led by Optimus Prime. The Decepticons gain control of Dark
Energon, which turns the war to their favor but also renders Cybertron
uninhabitable. The Autobots flee the planet, pursued by the Decepticons.
o The Decepticons begin mining Earth for Energon, and Optimus Prime and his
crew track them to the planet and ally themselves with the government of the
United States. The Autobots wage a guerilla war against the Decepticons on
Earth, involving the tracking down of a number of artifacts created by the
Thirteen. Eventually, they discover Unicron, and the Autobots, Decepticons,
and Decepticon-revived Predacons unite to fight this new threat. In the
process, Cybertron is revived.
o Years later, the Autobot Prison ship Alchenor crashes on Earth, releasing
Decepticon criminals who are hunted down by a small squad of Autobots led
by Bumblebee.
Viron (Robots in Disguise 2001): A small family of realities heavily involved in the
Universe War. Some debate exists as to the nature
The Universe War
of the cluster, with some categorizing the whole
To date the largest multithing as a part of the Primax cluster, although I
cluster event, the Universe
have listed it as its own. Common occurrences in
War was a conflict that took
place primarily in Primax
this cluster include:
703.00 Gamma, but involved
o Megatron, leader of the Predacons, targets
participants from countless
Earth for conquest. In anticipation of this,
streams in the Primax, Aurex,
the Autobots, led by Optimus Prime, take
and Viron clusters. Initiated by
Earth disguises and prepare for the
an incarnation of Unicron
Predacons arrival.
abducting individuals from
o A conflict takes place which leads to the
other realities and forcing
creation of the Decepticons, a small group
them into conflict to feed on
their energy, the Universe War
led by Scourge, a clone of Optimus Prime,
was a conflict between the
and the revival of Fortress Maximus on
Minions of Unicron and the
Children of Primus, ended by
the abrupt disappearance of

FATE: Transformers

10

Earth. Omega Prime, the combined form of Optimus and his brother Ultra
Magnus, defeats Galvatron, the vampiric upgraded form of Megatron, by using
the Matrix Blade, a powerful weapon created by Fortress Maximus harnessing
the power of Earths children.
Other Clusters: The listed clusters are not the only in the universe, but are the most
well-documented and appropriate for play. Some of these realities are simply poorly
documented, while others are inappropriate for use with this game (Lukas and
Quadwal, for example, lack Cybertronians and can be better simulated by other
RPGs). For the sake of completeness, here is a list of the other miscellaneous clusters
that have been catalogued:
o Fornax (Kre-O): A cluster almost entirely made up of bricks. Its streams
include many realities which appear to be brick facsimiles of Primax, Tyran,
and Uniend universes.
o Iocus (Hero Mashers, Bot Shots, Construct-Bots, Battle Masters): A
strange cluster similar to Fornax in its somewhat confusing and at-times
surreal physics, although this cluster is even more variable to the point that it
is difficult to pinpoint any distinct commonalities between its streams.
o Lukas (Star Wars): A cluster which shares very little with other documented
universes. Underlying it is a mysterious force (referred to by Lukas natives
rather unimaginatively as the Force). There is no documented counterpart in
this reality to either Earth or Cybertron, and most of its streams lack
Transformers entirely. One notable exception is a series of piloted robots from
Lukas 106.0 Beta which can only described as vanity mechs, but
nevertheless seem to be Lukas counterpart to Cybertronians.
o Quadwal: A cluster which, like Lukas, lacks any known counterpart of
Cybertron, but unlike Lukas does have a counterpart of Earth. In spite of the
lack of Cybertronians, human culture seems coincidentally rife with references
to Cybertron and its inhabitants, with some representation of every heretofore
documented cluster, a fact which perplexes the Ministry of Higher Dimensional
Sciences to no end. It is also happens to be the cluster from which the
documents on which this very game is based originate.
o Rovio (Angry Birds Transformers): Cybertronians of this cluster are
spherical of body shape, and split between avian Autobots and porcine
Decepticons.
o Xobitor (Robotix): Cybertrons counterpart here is called Skalorr, which is
host to a war between the peaceful Protectons and the warmongering
Terrakors. Skalorrs inhabitants were reptilian organics until their sun went
nova and forced the planets central intelligence Compucore to store their
minds in mechanical Robotix bodies.
o Yayayarst (Transformers: Go-Bots): This clusters counterpart of Cybertron
is a comet called Botropolis, and its inhabitants have, similar to those of our
own reality, resisted the temptations of conflict. Unlike we, who devoted
ourselves to scientific pursuits, the Transformers of this cluster instead devote
themselves to aiding the primitive humans in various emergencies.

Select Era:
The next thing to consider is the era in which your game will take place. Most universal
clusters feature a long conflict between the Autobots and Decepticons; does your game take

FATE: Transformers

11

place before, at the beginning of, in the middle of, near the end of, or after the war? Many
Primax clusters involve events taking place over a huge timeline. Perhaps in your setting
Autobots and Decepticons are a distant memory, and instead have been replaced by Maximals
and Predacons.
Dials
What follows is a list of considerations to take when constructing your game. It is good to
at least discuss these issues so that all of your players are on the same page. These are called
dials because they can be adjusted fairly easily.
Sliding Setting Scales
These scales will address many of the questions that must be asked about your setting. This is
your setting, so why not make it exactly as youd like it?
Mysticism Vs. Science Fiction
Transformers has always straddled the line between Science Fantasy and Science Fiction.
Mysticism refers to the presence of things beyond the capability of Cybertronian technology,
like the Matrix of Leadership, the AllSpark, and Vector Sigma, to name a few. Games with a
more mystical bent are likely to involve powerful artifacts, while games which favor science
fiction will likely give a mundane explanation for events; for example, a more sci-fi origin for
the Transformers would be creation by the Quintessons (or perhaps evolution from naturally
occurring gears and pulleys on Cybertron), while a more mystical origin will refer to Primus and
the AllSpark.
A part of this consideration is mass shifting. In many streams, some transformers have the ability
to change their mass between their alternate and robot modes: Megatron of Primax 984.17 Alpha,
for example, changes size between a wieldable pistol and an imposing robot. The same
universes Astrotrain transforms from an average-sized robot to a spaceship that can carry all of
the Decepticons. For some players, this strange ability causes no problems, while others will
find it interferes with suspension of disbelief. Decide whether this has any place in your game.
In some clusters (notably Uniend), there is a very clear divide between Cybertronian technology
and biology. This means that certain technologies will be for the most part only available at
character creation, and that Mechanics checks to perform repairs on Transformers rather than
vehicles require the Medic stunt.
This consideration also extends to other technologies: perhaps your group isnt interested in
figuring out combiner technology, or maybe they just think Pretenders, Headmasters, and
Targetmasters are kind of dumb.
Morality

FATE: Transformers

12

Morality is a tricky concept I know a certain purple bot wholl tell you all about that.
However, this trickiness isnt, as one might expect, universal to all realities indeed, in many
incarnations of the Great War, one side is clearly in the right. So discuss what your group thinks
the tone of your game should be: games with a more black and white sense of right and wrong,
usually with insane, evil Decepticons and heroic Autobots, tend to have a bit more of a
lighthearted feel, while games which blur the lines more can get more interesting as the
characters have to grapple with their allegiances. Games where the players take the roles of
Decepticons may benefit from less of a clear-cut Autobot moral superiority.
Fatality
Some realities are simply more dangerous than others. In some games, getting Taken Out more
often than not leads to death, while in others, a bot can get blown to bits and get completely
rebuilt in less than 22 minutes. This isnt just a gameplay consideration, its a setting
consideration as well: the Transformers of some realities are just more resilient than others. On
the one hand, as mentioned, in the Aurex cluster, Cybertronians are durable even by Transformer
standards, their sparks observed to survive unsupported in the vacuum of space. On the other
hand, in the Tyran cluster, hard hits even from human weapons can have a bots head rolling off
his body like he thought Tyran 707.4 Delta was Primax 787.3!
Recognized Characters Vs. All-New Cast
Since non-player characters are made cooperatively, the group should be on the same page as to
whether they want heavy involvement from well-known characters. Some players like the idea of
taking orders from Optimus Prime and beating up Starscream, while others may prefer to
populate a game with NPCs of their own design. In some games, players may wish to actually
assume the identities of established characters, while in others, players may want to see what
their original characters would do in the face of challenges theyve previously seen play: what
would have happened if a different crew from Optimus Primals had pursued Megatron to
prehistoric Earth and fought the Beast Wars?

FATE: Transformers

13

Location, location, location


Next, decide a few things about where your game will take
place. Here are a few broad setting ideas to get you started:
Cybertron: The home planet of the Transformers. Games
taking place on Cybertron can be interesting for all sorts of
things: pre-war drama, Great War military campaigns, postwar political issues. Just about any campaign can take place
on Cybertron. Possible Setting Aspects include:
o Anything could be a robot
o Sprawling cities of steel
Earth: Why is Earth so important? Nobody knows. Its an
exceedingly average planet, but it seems to fascinate the
Cybertronians of countless realities. Possible setting aspects
include:

Setting Aspects
This will be the first time you start getting
into Aspects, the driving force behind the
FATE system. Setting Aspects are
descriptors that will help set the tone and
the place for your game. They arent strictly
necessary in the same way Issues are, but
they can often provide a bit of color to your
world and bring up things that arent
necessarily capital-I Issues, but could
nonetheless create interesting situations
through Invokes and Compels. Including
too many can make things a bit convoluted,
so we recommend including only one or at
most two.

o Organic life is everywhere


o Strange, silly humans
Space: The characters arent particularly tethered to any single area, but are instead travelling
through space, perhaps on the run or perhaps on some quest. Space is a great setting for games
involving a lot of exploration, and can open up a lot of fun plots one wouldnt normally associate
with the Transformers. If so inclined, a player character could even transform into the ship!
Possible setting aspects include:
o Seek out new life and new civilizations
o Space is a scary place
A Space Station or Moon base: This kind of setting probably limits character movement the
most, but allows the players to get involved in all manner of interesting political and military
situations. Possible setting aspects include:
o Nothing around for light years
o Menagerie of Alien visitors
Some other planet: There are plenty of planets in the Multiverse besides Cybertron and Earth.
Maybe you want to get involved in Junkion salvage law, or the intrigue surrounding the races on
Velocitron. You could also design your own planet, and play an Autobot or Decepticon team sent
to make contact with an entirely new civilization. Possible setting aspects include:
o The organics worship us as gods!
o Planet of Junk

FATE: Transformers

14

Something weird: I dont know, you figure it out. Maybe youre a crew of Decepticons patching
into a vast Autobot computer network, controlling digital avatars in a virtual reality. Maybe
youre members of a civilization of Transformers which lives (perhaps unwittingly) on Unicron
instead of Cybertron!
o If you die in the game, you die for real!
o Chaos Bringer, life giver?
Another bit of the setting youll want to figure out is the Squishy Organics. Some Cybertronians
find humans and other puny organic bipeds tiresome, so decide what role, if any, theyll play in
the game. If youre designing your own planet, figure out what the inhabitants look like. What do
they believe? What would they think of a thirty foot tall robot thats pretending to be their canoe?
Choose a Faction
Most universal clusters heavily feature a Great War, so figure out what your relationship with
that war is. If youre not using an established stream, figure out what each side wants, who was
the aggressor, and where your party fits into all this. Autobot freedom fighters? Decepticon
privateers? Non-aligned refugees? Maximal explorers? Predacon inquisitors?
The specifics of this can be ironed out when it comes time to determine your games Issues, but
at the very least make sure everyones on the same page about what badge theyre wearing, if
any.
Scale (FATE Core page 21)
Decide on a scale for your game how much of the world do you expect your characters to
regularly interact with? For exploration games, this can include the entirety of space. For some
games, this can be a region as small as a single city. Most games probably average out to a single
planet, and this can perhaps be considered the default.
The scale of the game will affect the Issues your group comes up with. Games scaled to a single
city will deal with local issues: a single field of battle or an organized criminal group or a series
of smaller-scale emergencies and natural disasters. Some especially high-powered games can
have Issues that affect the entire universe: the entirety of the Great War or maybe even Unicron.

FATE: Transformers

15

Issues (FATE Core page 22)


Issues are the problems your characters will face. They are Aspects which will push the
protagonists to action. As such, they should be designed to have something going on to rope in
each of the Player Characters. Usually, this is best done cooperatively, since it gives every player
a chance to speak up about what would interest their character.
The standard number of Issues is two, one current and one impending. The number of Issues
can be changed reducing them to one focuses the game, while increasing them to three can
represent a world that has more going on and players who are more strained for resources.
Here are a few ideas for Issues to get you started:
The War: Perhaps the most obvious force in Transformers is the conflict between the Autobots
and Decepticons. A game taking place before the war could have an impending Issue like
Revolution stirring in Kaon, representing the public discontent and criminal activity that
precedes the foundation of the Decepticons. Games taking place during the Great War could have
a current Issue representing your groups mission: Decepticon raiders in the Cygnus
system, Rodimus Prime must die, Shockwaves experiments.
Resources: A recurring theme in Transformers stories is the struggle for resources. This can tie
in with a groups role in the war (Exploit Earths energy) or work as an Impending issue for
a group stranded on a planet (Energon supplies dwindling).
Criminal Activity: If your group is less-than-interested in playing out some part of the Great
War, criminals can make equally interesting antagonists. These criminals can be Cybertronian or
Organic. In games where the war is taking place, a criminal third faction can represent an
impending issue whose machinations complicate matters (M.E.C.H. is harvesting
Cybertronian organs). In post-war games, criminal groups can represent the remnants of the
war: Ex-Decepticon Pirates, Autobot protectors turned warlords, Swindles
business empire.
Unicron: The Unicron Phenomenon plays into the history of countless realities. In larger-scale
games, this can be either the present or impending the threat of the Chaos-Bringer himself
(Unicron will eat space). In smaller-scale games, this can be an impending issue in the form
of his cultists trying to summon him (Heralds of Unicron) or even just some part of his body
(Dark Energon corrupts everything).

FATE: Transformers

16

Faces and Places (FATE Core page 26)


This is where youll flesh out a little more of your setting. The GM or the group will come up
with a few important locations and non-player characters.
Make Characters
Now its time for your players to start telling their stories. Each player will create a protagonist
for the game, and in the process youll all learn a bit more about your setting. This will also
involve determining a power level for your game, which well go over in the next chapter.

FATE: Transformers

17

Chapter 3: Character Creation


Character creation in the Transformers RPG is intended to be done with the whole group, at the
same time that game creation takes place.
Power Level
First things first, its time to figure out the power level for this game. This will determine where
your characters stand in the universe all FATE player characters (and indeed all Transformers)
are extraordinary, but some are more extraordinary than others. Games at higher power levels
will feature characters with better skills and more access to stunts and technology.
Rookie (6 refresh, 20 skill points, skill cap at +4): Youre just starting out, yet to make your
name known. You could be a civilian force, a group of criminals, or a small force sent to scout
out a planet. At the beginning of the series, Optimus Primes crew in Transformers: Animated
was at this level (Optimus himself may have been Seasoned).
Seasoned (7 refresh, 25 skill points, skill cap at +4): Youve started to make a name for yourself.
Youve been through some battles, and youve got some special talents and a few technological
tricks up your servos. The protagonists of Last Stand of the Wreckers were around this level.
Veteran (8 refresh, 30 skill points, skill cap at +5): Now youre getting there. Youre an
important person in the universe, with some definite edges and talents. If he hasnt sacrificed
himself yet, Optimus Prime knows your name. The protagonists of Transformers: Prime were
around this level.
Prime (10 refresh, 35 skill points, skill cap at +5): Youre the best at what you do, and everybody
knows your name: Grimlock, Deathsaurus, Optimus Prime, Megatron. If youve been leader of
the Autobots or the Decepticons, or if youve ever beaten up a leader of the Autobots or
Decepticons, youre probably at this level.
Aspects
Aspects are the driving force behind the FATE system, little phrases that describe your character
or her outlook. These are going to be the most important part of character creation, as they will
define much of your personality, talents, and background. The key with making aspects is to
make them a bit double-sided: this gives more opportunity for your character to both invoke for
bonuses and take compels for extra fate points.
High Concept: If you ever have to describe your character in under six words, your High
Concept is how you do it. This is perhaps the equivalent to your class, although youll want to
flesh it out a bit. Sure, Wheeljack is a Scientist, but thats a bit of a weaksauce descriptor. Add
a few aspects, and choose some choosier words: yes, Wheeljack is a scientist, but hes more of an
Inventor, and quite the creative type rather than methodical, and quite the stunt driver as well.

FATE: Transformers

18

Crackpot daredevil inventor says a good deal more about the character than Scientist.
Here are a few examples to get you started:

Zealous security officer


Inspiring leader of the Autobots
Cunning master of the skies

Trouble: Nobodys perfect, and whether its an internal struggle or an external conflict
everyones got something that makes their life just a little harder. Your Trouble will be a good
source for fate points, but it doesnt have to be entirely without benefit Grimlock has a
Primitive Brain, but what happens when theres a problem has all the scientists and complex
thinkers stumped? Maybe its time for a simple, primitive solution. Its times like those when a
characters Trouble can end up saving the universe! Also, your trouble doesnt necessarily have
to be something tangible; some bots just have bad luck (Why universe hate
Waspinator?). A few examples:

Hyper-paranoid
Will die for the cause
Chronic backstabber

3 Additional Aspects: Heres where Aspect creation opens up completely. You can just create
them on your own, but I recommend following the phase trio laid out in FATE Core. Each phase
asks a sort of question that gets answered with a story. The story should reveal something about
your character, which will be turned into an Aspect.
Phase 1 asks the question where did you come from, saying a little bit about your characters
first adventure.
Phase 2 asks how you met the party, and tells the story of an adventure you had involving one
of the other PCs.
Phase 3 narrates another interaction with another PC, giving you the opportunity to play a
supporting role in someone elses adventure.
Here are some ideas for aspects that can stand on their own or be used as part of the phase trio.
Faction: Most Transformers characters will find themselves belonging to a faction, usually the
Autobots or Decepticons. If its used with Phase 1, this can give a little background for why your
character chose the side he chose. If used with another phase, it can explain a little bit about your
characters outlook on the war or his function in his factions ranks.

Heroic Autobot
Megatron must be stopped, no matter the cost
Megatrons Lieutenant

FATE: Transformers

19

Background with another character: This fits pretty snugly with Phases 2 and 3, but its
important enough to repeat even if you arent using the Phase Trio. Its important to have
something holding you with the other characters, or you risk dealing with the common problem
of parties that dont seem to have any good reason to stay together. This also doesnt have to be
exclusive to other PCs, and can be used to define a relationship with an NPC or even an
antagonist, in which case it makes a great option for Phase 1.

I owe Rung my sanity


With Prowl from the very beginning
My old colleague Skyfire

Motto: Many Transformers have catchphrases, and these can make perfect Aspects since they
tend to define a characters outlook and competencies. The origin story for a motto can fit into
any phase.

Caution can never be overused


Freedom is the right of all sentient beings
Conquest is made of the ashes of ones enemies

The Alternate Mode


Of course, it wouldnt be Transformers if your characters didnt
transform1. Your alternate mode will say a lot about how your
character looks, and affect your characters abilities and available
technology. See the next chapter for more information on
constructing your characters alternate mode.
Multiple Alternate Modes

The Alternate Mode as an Aspect


If you prefer a rules-lite approach,
you can scrap these and instead give
your players an additional aspect,
which they can invoke when it would
be relevant: for example, a Fast Car
is useful during a chase, and a
Tyrannosaurus Rex is certainly
useful during melee combat. This is
fine, but I find giving them a little
more crunch lets them take the
central role transformation ought to
have in a Transformers game. If
youre using this variant, reduce
starting refresh by 1.

The Multiverse is rife with Transformers possessing more than


just a robot mode and single alternate form. If you want to play a
character with multiple alternate modes, simply buy another
alternate mode template and deck it out with its own stunts and
technology. One of your Aspects should address this strange
ability (Master of sea and sky, Extra form, extra personality)

1 Yes, Im aware of Action Masters. No, I dont like them.

FATE: Transformers

20

Size
Size categories in FATE: Transformers
Size
Size
Example
Range
(Descriptive (Numerical
(Feet)
are broad a category increases every
time height doubles (or mass cubes).
)
)
Small
0
Human
4-8
Bigger characters are tougher and hit
Medium
1
Prowl
9-16
harder, but are easier to hit and dodge
Large
2
Megatron
17-32
due to their size. For every size
Huge
3
Jetfire
33-64
category of difference between two
Gargantuan
4
Devastato 65-128
characters, the larger character gains a
r
+2 bonus to weapon and defense
Colossal
5
129-256
ratings, and the smaller character gets
Immense
6
Trypticon 257-512
a +1 bonus to attack and defense rolls.
In addition, add the difference in size to the smaller characters Stealth and Notice checks against
the larger character. Each increase in size category beyond Medium costs one Refresh. Increases
beyond Huge should be looked upon with suspicion by the GM. The table to the right gives
measurements and examples from Primax 984.17 Alpha, but these are more a vague guide than a
hard-and-fast rule. Also, its perfectly fine to alter the medium in the Beast Era of the Primax
cluster, for example, the majority of Transformers are what this chart would call small, so in
that case you can just move the track down a notch.
Skills
Now its time to define your characters skills. The list of skills and uses for those skills will be
dealt with in chapter 7.
FATE: Transformers limits your choice of skills in two ways: depending on power level, you will
have a skill cap that gives an upper limit to your choice. You also must follow the skill column
rules: you cant have more skills at a higher level than you have at any of the lower levels.
Visually, this means that your skills form columns: The higher level skills must be supported
by lower-level skills.
Stunts and Technology
Next, you can spend refresh on any number of special abilities which are divided into two
categories: stunts and technology.
Stunts allow you to use skills in different ways, either by providing a situational bonus or by
allowing a skill to be used in a way that it normally cannot. Stunts are extraordinary but usually
mundane talents that always cost one refresh. Optimus Primes ability to give incredibly
inspiring speeches, Wheeljacks talent for inventing strange gizmos, and Starscreams gift for
talking his way out of trouble are all examples of stunts. Stunts are explained more fully in
chapter 8.

FATE: Transformers
Technology is a blanket term for special gadgets,
mysterious powers, and incredible abilities that go well
above and beyond the capabilities of normal
Cybertronians. Technologies can cost more than one
refresh. Trailbreakers forcefield projection, Megatrons
fusion cannon, and Blurrs incredible speed are all
technologies. Many common special abilities, like mass
shifting, combiner technology, and Targetmaster partners
are also considered Technologies. Many examples of
Technologies are given in chapter 9.

21
Whats the difference between
Technology and Stunts?
There isnt really one, at least not a
hard line. Anything that costs more
than one refresh is a technology, but
some technology costs only one
refresh. The difference is more
narrative than mechanical. If you
design a new ability and you cant
figure out whether its a stunt or a
technology, dont sweat it. Just pick.

You can take any combination of stunts and technologies that you want, as long as your refresh
does not fall below one.
Stress and Consequences
Transformers are a good bit more resilient than organics, so physical stress and consequences
operate on a different scale. This causes a mechanical change to the stress box system and a
narrative change to the Consequence system. Rather than just one, Transformers are allowed to
check up to two stress boxes on any given hit before suffering Consequences. Moreover, the
Aspects caused by Consequences are a good deal more dramatic: in most Transformers stories,
an Amputated Limb is only a moderate consequence, and even a Decapitated head isnt
always anything more than an immediate inconvenience. Depending on the cluster, these
specifics may change (decapitation kills Tyran Transformers, and Uniend Transformers dont
have the scientific know-how to easily replicate Cybertronian body parts), but Transformers are
universally able to absorb a lot more physical trauma than organics.
Roll out!
Your characters finished, now its time to begin your story.

FATE: Transformers

22

Chapter 4: The Alternate Mode


Transformers transform. A characters alternate mode affects her size and the availability of
certain technologies, and often reflects on the characters personality. Alternate modes are
incredibly various, but they can roughly be categorized into three categories.
All characters with an alternate mode gain the following Technology:
Transformation (-0 or +1): You have the ability to transform. By default, this is a supplemental
action, incurring the -1 skill penalty for the turn, but in some clusters (notably Tyran), this is an
especially fluid action that incurs no penalty at all. As long as two points of technology are
specified as limited to either your alternate mode or robot mode, you get a +1 bonus to your
refresh.
Vehicle (-1)
Vehicle modes are the most common type of alternate form, including cars, tanks, aircraft, boats,
and spacecraft. All characters with vehicle forms gain the following ability:
Movement (-1): When in your alternate form, you gain a +2 bonus to Athletics checks to move
through the terrain designed for your alternate mode. By default, this is flat land, but with the
purchase of flight, spaceflight or aquatic technologies, this can become air, space or water. Offroad land vehicles get the bonus to moving through uneven terrain, but get no bonus to move
over flat surfaces. This ability is augmented further by purchase of speed-related technology.
You are the vehicle (-0): Although superficially a vehicle, you use Athletics, not Pilot, for
movement checks in your Alternate Mode.
Examples:
Boring old car (-1): Movement (flat land)
Beast (-1)
Beast modes are the second most common category of alternate form, and they encompass all
manner of animals, alien monsters, and mythical creatures. A Beast mode can also represent an
alternate robot mode. All characters with beast modes gain the following ability:
Skill Shuffle (-1): When taking a beast mode (at character creation), specify a certain number of
skills that rearrange when you transform. The skills must be at least tangentially relevant to your
new form (no Data bonus for turning into an armadillo). Skills that would take a lot of
justification to be improved include Contacts, Mechanics, Swindle, Pilot, Investigate, Data,
Rapport, Resources, and Shoot. Most beast modes switch out for better bonuses to Notice,
Melee, Brawn, Athletics, or Stealth.

FATE: Transformers

23

Examples:
Cow (-1): Skill shuffle (+Brawn, +Notice)
Thing (+0)
Objects which cannot move under their own power are Things. This is the least common
(varying by cluster) but most diverse type of alternate mode, and includes weapons, audio
gadgets, cameras, memory sticks (*ahem*), buildings, cities, plants, and ornaments.
There is no refresh cost for a Thing Mode, making it the most customizable alternate form, but it
cannot purchase certain technologies.
Immobile (+1): when in Thing Mode, a Transformer is very limited in actions, and cannot
perform any actions that require movement, including most checks for Athletics, Pilot, Fight, and
Shoot.
Just a Thing (-1): when in Thing Mode, a Transformer makes no noise and gains a +2 bonus to
Stealth checks to avoid detection (size penalties and common sense apply). In addition, when in
an environment where your alternate form would not be out of place (such as a refrigerator in a
kitchen, or a tree in a forest) you may spend a fate point to avoid detection entirely either until
you move or for the remainder of a Scene, without a roll.
Examples:
Boulder (-0): Immobile (+1), Just a Thing (-1)
Multiple Alternate Modes
The Transformers multiverse is full of characters with multiple alternate modes. These are
obtained by simply purchasing multiple alternate modes.

FATE: Transformers

24

Chapter 7: Skills and Stunts


Here is a list of skills, associated actions, and associated Stunts. Skills marked with an asterisk*
are somewhat situational, and may not be appropriate for use in some campaigns.
Athletics represents physical dexterity and speed. It is also the skill associated with driving a
vehicle alternate mode.

Overcome: Athletics is used to bypass obstacles requiring physical movement. It is the


skill you usually use to bypass obstacles between zones in a conflict.
Create Advantage: Jump to high ground, tuck and roll around foes.
Attack: Cannot usually be used in this way. (except when ramming in vehicle mode,
although this inflicts the same amount of damage to you)
Defend: Athletics is the default skill used to defend against close-quarters and ranged
attacks, as well as to physically interfere with someone attempting to move past you.

Brawn is the brute side of Athletics, representing a characters physical strength and toughness.
It grants additional physical stress and consequence boxes: +1 or +2 Brawn grants a 3-point
stress box, +3 or +4 Brawn grants a 3-point and 4-point stress box, and +5 Brawn grants an
additional mild consequence box (only usable for physical harm) in addition to a 3-point and 4point stress box.

Overcome: bypass obstacles that require physical strength or endurance, lifting gates,
bending bars, and the like. Avoid complications from environmental factors like extreme
cold.
Create Advantage: Tackle and grapple.
Attack: Cannot usually be used in this way
Defend: Cannot usually be used in this way

Computers* covers your aptitude with computer systems, both Cybertronian and alien. In games
where you dont expect computer systems to play a central role (for example, in many games
primarily involving Earths 1980s, Computers will play a smaller role), these functions can be
divided between Espionage and Data.

Overcome: Retrieve data, use unfamiliar systems


Create Advantage: Scramble enemy communications in mass combat, assist data or
mechanics checks when data aggregation would be useful.
Attack: Hack into computer systems.
Defend: Actively defend systems from attacks.

Contacts* represents how well-connected you are. In games where players are isolated from
wider Cybertronian society, such as games taking place primarily on a foreign planet, Contacts is
probably not an important skill.

FATE: Transformers

25

Overcome: Find someone you need.


Create an Advantage: declare that you know someone who can help you with a
problem. Plant or acquire information with an information network.
Attack: Cannot usually be used in this way.
Defend: defend against social advantages where your information network is relevant, or
use your network of allies to defend against Investigate checks to track you down.

Data represents the sum of a characters education and knowledge.

Overcome: bypass any obstacle that requires special information.


Create Advantage: uncover aspects and information relevant to the situation.
Attack: Cannot usually be used in this way
Defend: Cannot usually be used in this way

Empathy is the social/emotional Notice skill, used to perceive changes in a persons attitudes
and spot lies.

Overcome: Cannot usually be used in this way


Create Advantage: Read a person, discovering aspects and determining circumstances
under which you can attack a person mentally.
Attack: Cannot usually be used in this way
Defend: Counter attempts to Swindle you, defend against attempts to create social
advantages

Espionage is the catch-all skill for thievery and skullduggery, actions related to stealing things
and getting into places you dont belong. For the most part, it is the Burglary skill from FATE
Core, but with a more military context.

Overcome: Bypass locks and traps, pilfer items, cover your tracks to avoid being
followed
Create advantage: Scout out a location before infiltrating. Set up security measures in a
location.
Attack: Cannot usually be used in this way.
Defend: Cannot usually be used in this way.

Fight covers close-quarters combat, be it with fist, claw, or sword.

Overcome: Cannot usually be used in this way


Create Advantage: Spot weaknesses in an opponents fighting style, perform various
combat maneuvers like disarming and tripping.
Attack: Attack.
Defend: defend against Fight attacks.

FATE: Transformers

26

Investigate is used to uncover information. In many ways, it is the active counterpart to Notice.

Overcome: Uncover information hidden either deliberately or by inconvenience.


Create Advantage: Discover aspects through examination. Investigate can be used to
uncover most hidden aspects, but is limited by its time-consuming nature.
Attack: Cannot usually be used in this way
Defend: Cannot usually be used in this way

Mechanics deals with your skill at constructing devices, fixing vehicles, and (sometimes with
the Medic stunt) healing injuries. It is the physical counterpart to Data: theoretical scientists like
Perceptor will have higher Data, and inventors like Wheeljack will have higher Mechanics.

Overcome: Heal injuries (sometimes requires Medic stunt), invent contraptions.


Create Advantage: Manage systems in starship combat, spot flaws in a mechanical
structure.
Attack: Cannot usually be used in this way
Defend: Cannot usually be used in this way
o Medic: You can use Mechanics to heal transformers injuries. Roll Overcome
against a physical consequence (difficulty equal to the value of the consequence)
to downgrade it.

Notice covers physical perception, awareness, and the ability to pick out details. Where
Investigate is long-term, Notice represents awareness in a shorter time-frame.

Overcome: Cannot usually be used in this way


Create Advantage: discover aspects based on direct observation.
Attack: Cannot usually be used in this way
Defend: counter Stealth checks made against you.

Pilot is used when operating vehicles (or mounts) that arent part of your own body. It functions
for the most part exactly as Athletics.

Overcome: Dodge obstacles, participate in chases and races.


Create Advantage: Maneuver in vehicle-to-vehicle combat. Act as a copilot.
Attack: Cannot usually be used in this way (except when ramming, although this inflicts
the same amount of damage to your vehicle)
Defend: Avoid damage to your vehicle.

Provoke is the mean social skill, used for insults and intimidation.

Overcome: get someone to do something with taunts or intimidation.


Create Advantage: Create momentary emotional states related to negative emotion.

FATE: Transformers

27

Attack: Make mental attacks, dealing mental stress, provided you have some relationship
with or knowledge about the opponent.
Defend: Cannot usually be used in this way

Rapport is the nice social skill, used to become liked or trusted, either by an individual or by a
crowd.

Overcome: charm or inspire people to do what you want.


Create Advantage: establish a positive mood or sense of trust in a target.
Attack: Cannot usually be used in this way
Defend: contest attempts to damage your reputation or make you look bad in front of
others.

Resources* represents material wealth, either in Energon cubes, currency, or barter. Resources
may not always be a necessary skill, for example in games taking place in a military context
where personal wealth is meaningless or in games where players prefer to track resources in
more measured terms rather than an abstract skill.

Overcome: bribe your way out of a situation or otherwise throw money at a problem.
Create Advantage: grease palms, buy drinks, declare that you have an item on hand, or
perhaps even throw money to a crowd to create a distraction.
Attack: Cannot usually be used in this way
Defend: Cannot usually be used in this way

Shoot is the ranged counterpart to fight, representing both firearms and thrown weapons.

Overcome: Cannot usually be used in this way


Create Advantage: Lay suppressing fire or perhaps even spot a weakness in a foes
firearm.
Attack: make attacks from up to two zones away (a weapon can change the range).
Defend: Cannot usually be used in this way

Stealth represents being physically sneaky, avoiding detection. It has close ties with the
Espionage skill.

Overcome: bypass an obstacle requiring that you not be seen.


Create Advantage: Set up an ambush or sneak attack.
Attack: Cannot usually be used in this way
Defend: foil Notice and Investigate attempts to find you.

Swindle represents checks to lie to or misdirect people.


This skill has been renamed from the Deceive skill of FATE: Core in recognition of a generous contribution to this
project by the proprietors of Swindle, Swindle, and Swindle, Axiom Nexus one-stop shop for every upgrade you can
imagine, and some you cant.

FATE: Transformers

28

Overcome: bluff your way past someone or make someone believe something false. You
can also use Deceive for disguises, although this will be limited by time, available
resources, and the fact that you are an enormous metal robot.
Create Advantage: Feint in combat, create distractions, or trick someone into revealing
information (or an aspect).
Attack: Cannot usually be used in this way
Defend: use false information to throw off Investigation, defend against Empathy checks
to discern motives.

Tactics* is the intellectual side to conflict, representing a characters ability to organize and
command troops, as well as take advantage of an enemys weaknesses. In smaller-cast games
where mass conflict wont take place, these functions can be covered adequately by Fight and
Notice.

Overcome: Analyze situations to figure out the best course of action.


Create Advantage: Direct allies in combat or exploit enemy weaknesses, both in mass
combat and personal-scale combat.
Attack: Order troops in mass combat.
Defend: Lead defense in mass combat.

Will is your mental fortitude and conviction. It grants additional mental stress and consequence
boxes: +1 or +2 Will grants a 3-point stress box, +3 or +4 Will grants a 3-point and 4-point stress
box, and +5 Will grants an additional mild consequence box (only usable for Mental harm) in
addition to a 3-point and 4-point stress box.

Overcome: bypass obstacles when focus and willpower are required.


Create Advantage: place an aspect on yourself, representing deep concentration.
Attack: Cannot usually be used in this way
Defend: avoid mental stress from Provoke checks.

Approaches are an option which can readily substitute the standard skill system.

FATE: Transformers

29

The Tech Spec package


As an alternative to the standard skills, you can use this system, which duplicates a series of
dubious Quadwal-cluster technical readouts which mysteriously fell into human hands at some
point in their 1980s. If you use this skill variant or the approaches variant, there is no Skill
Shuffle for a beast alternate mode, and so a beast mode costs no refresh.

Strength governs melee combat, heavy lifting, and other brute-force tasks.
Intelligence governs all Mechanics, all Data, Most tactics, some Swindle, some
Espionage, some Investigate, and some Notice checks.
Speed governs Athletics checks.
Endurance governs physical stress boxes and Brawn checks to endure elements.
Rank governs some Tactics, Resources, and Contacts checks, as well as social skills.
Courage governs Will checks and some social skills.
Firepower governs ranged combat. This skill can be renamed Fireblast, which is dumb.
Skill governs most espionage, stealth, and pilot checks, along with some swindle checks.

This variant has no explicit skill for most social skills, so the stat used for those checks should be
decided based on the situation and the characters approach to the task.

FATE: Transformers

30

Chapter 9: Technology
Technology is the catch-all term for abilities that go above and beyond what is available to
normal Cybertronians. It is a sort of amalgam of superpowers, techno-magic, and gear.
Make up your own: No list could fully represent the special abilities available to any
Cybertronian in the Multiverse. Just remember that each point of refresh spent on a technology
should be roughly equivalent in power to a stunt, two shifts of effect or a new use for a skill.
Dont sweat it too much, but if youre a player and your technology ability gets knocked down a
peg or two after testing, dont get upset.
Combiners
Combiner technologies allow your character to join with
other characters, either as a power up or to form an
entirely new person.
Combiner (-varies): You have the ability to combine
with some number of allies to form a single giant robot.
This capability requires that you possess an Aspect that
addresses this ability (Left leg of Devastator,
Scramble Power!, Combine to form Omega
Prime!). To combine, the leader (or a member of the
team) must spend a fate point.

When combined, the characters act as a team


(FATE Core page 174, Teamwork); for any
given action, use the highest skill bonus on the
team with a +1 each for every team member with at least a +1 bonus in the skill.
In addition, set aside a number of refresh points for Stunts and Technologies that you
provide for the combined form. The combiner possesses all of those stunts and
technologies, but not those belonging to the base robots. As long as you set aside at least
2 refresh, this technology is free. Otherwise, it costs one refresh.
The team pools its stress boxes and consequences, dividing stress and consequences
taken among the component robots, allowing the combiner to take huge amounts of
punishment. In addition, a combiner can cross off one additional stress box (total 3)
before taking consequences. Rather than take a consequence (except a Severe
consequence), the combiner can break apart into its component robots.

FATE: Transformers

31

Powerlinx (-1): You can attach yourself to a larger Transformer, releasing some number of
refresh worth of stunts and technologies chosen by the larger robot at character creation. This is a
somewhat unusual ability primarily associated with the Mini-Cons of the Aurex cluster.

Bulk (+2): The counterpart to Powerlinx, you have some number of refresh worth of
abilities that are only available when power is provided to you by a smaller Powerlinx
partner. As long as you specify at least 2 refresh of stunts and technologies, this ability
gives a +2 bonus to your refresh.
o Instead of Powerlinx technology, these abilities can be activated by a Cyber Key,
which is summoned by spending two fate points. Whether Cyber Keys or
Powerlinking activates these abilities is determined at game creation.
o This ability is effectively free because, in streams where Mini-Cons or Cyber
Keys exist, it is assumed that all Transformers have some ability locked behind
Powerlinking.

FATE: Transformers

32

Companions
Companion technologies have to do with secondary drones or characters closely tied to your
character. Standard companions (such as a targetmaster, deployer, or drone buddy) are Stunts
represented by the rules at (http://www.efpress.net/blog/press.net/2014/12/companions.html). A
companion starts out as a size 0 nameless NPC with one refresh worth of stunts and technologies
(you can spend your own to increase this). In some cases, it may be better to fully stat out
companions as separate characters, although this gives the game master control over the
character rather than the player.
Mobile Platform (-1): Some part of your alternate mode
transforms into a mobile platform that provides the necessary
tools for and grants a +2 bonus to a certain use of a skill.
o Alternatively, the platform can have the ability
to perform a certain skill independently, at +2.
Complex Platform (-1): For an
additional refresh, the independent
skills bonus increases to +3, and it gains
an additional skill at +2.
Example (Primax 984.0 Kappa): Ratchets medical bay
grants him a +2 bonus to Mechanics checks to perform
repairs on Transfomers when better medical tools are
not available. Ironhides battle platform grants him a
+2 bonus to Shoot checks to create an advantage by
laying down suppressing fire. Optimus Primes mobile
repair bay can perform Mechanics checks independently at +3, as well as Shoot at +2.
Transtector (-1): You are actually a roughly human-sized robot which transforms into a
Cybertronian head, possessing a larger artificial body called a Transtector. You can split off from
the larger body and operate as a size 0 robot, with all the usual benefits and penalties for that
size. You can use other Transtectors as well (effectively trading bodies with another
Transformer), gaining access to any technologies connected to that body.

Headmaster (-2): you gain a size 0 character as a companion, usually an organic in


powered armor but also possibly a Cybertronian. This means that the head and body can
act independently (and are in fact different characters). This companion can be upgraded
as normal. The body takes a -1 penalty to all skill checks when separated from the head,
but when connected gains a +1 bonus to three skills instead. This ability requires an
Aspect that addresses your relationship with your companion.

FATE: Transformers

33

Enhancements
Enhancements are things that make something about your character better than other
Transformers. You are stronger, faster, or tougher than other bots.
Extraordinary Speed (-2): You move a good deal faster than your average Transformer. Your
Notice is at +4 for the purpose of determining initiative. All your Athletics checks are made at
+1, including dodging. When sprinting, this bonus increases to +2. When moving as part of
another physical activity, you may move one zone without incurring the -1 penalty for a
supplemental action. You reduce penalties to Stealth for moving by 2.

Incredible Speed (-4, replaces Extraordinary Speed): You are very, very fast, faster
even than really fast Cybertronians. You always go first in initiative order in conflict
(unless someone else also has Incredible Speed, in which case initiative is determined
normally). You make all Athletics checks at +2, or +4 for sprinting. You may move two
zones without taking the supplemental action penalty. You reduce movement penalties to
Stealth by 4.
o Ludicrous Speed (-6, replaces Incredible Speed): Your name is Blurr. You
always go first in initiative order in conflict (bots with Incredible Speed can suck
it). You make all Athletics checks at +3, or +6 when sprinting. You may simply
declare that you keep up with any character or vehicle. You may move up to three
zones without taking the supplemental action penalty. No one ever gets a bonus to
spot you when you move while using Stealth.

Extraordinary Strength (-2): You can lift more and hit harder than an average bot of your size.
When lifting or breaking inanimate things, you get a +3 bonus to your Brawn score. Roll Brawn
at +1 when grappling, and inflict a 2-shift hit on an opponent as a supplemental action during a
grapple. Fight attacks and Shoot attacks to throw weapons gain Weapon: 2.

Incredible Strength (-4, replaces Extraordinary Strength): Your strength is far beyond
that of most Cybertronians. You gain +6 to your Brawn score to lift or break inanimate
things. Roll Brawn at +2 when grappling, and inflict a 3-stress hit as a supplemental
action during a grapple. Your fight attacks and thrown weapons gain Weapon:4.

Extraordinary Toughness (-2): Youre tougher and can take harder hits than your average
Cybertronian. You have Armor:1 against all physical stress, and two additional physical stress
boxes.

Incredible Toughness (-4, replaces Extraordinary Toughness): Youre so tough it


could be said you have an iron hide. You have Armor:2 against all physical stress, and
four additional mild physical stress boxes.

Movement

FATE: Transformers

34

Movement technologies give your character access to some special form of movement.
Aquatic (-1): Youre especially adept at getting around in water or other liquid environments.
You may ignore all water-based borders while swimming. You get a +2 bonus on checks to resist
environmental effects in the water.
Wall Crawler (-1): You can climb on things like a spider, or have magnets in your feet or
wheels. When climbing, you treat any surface as no more difficult than a vertical wall with
abundant handholds, no matter the angle. This includes ceilings.
Flight (-1): You have wings or some other means of flight, allowing you to ignore certain
borders and travel upwards into zones that cant normally be reached. This is governed by the
Athletics skill, as usual.

Escape Velocity (-1): You have the ability to leave planetary orbit, able to make trips
within a single solar system at sub-light speeds.
o Interstellar (-1): You can not only make trips between planets of the same
system, but can even travel between systems. At the very least, you can make the
trip between Earth and Cybertron. The amount of time this takes is whatever is
typical for interstellar travel in your universe; you may have sub-light engines but
an extraordinary fuel capacity, or you may possess a means of faster-than-light
travel.

FATE: Transformers

35

Special abilities
Special Abilities are the weird things a character can do, the things that set some bots far apart
from others.
Cerebro-Shell (-4): When you have access to a helpless captive, you can implant a mind-control
device called a Cerebro-Shell. To do this, you conduct a procedure where you use Mechanics to
inflict mental stress. If your target is taken out, you can control its actions, using all of the
targets physical skills and most of its mental skills. When someone has a reason to be
suspicious, you must use your Swindle skill to avoid discovery. When forced to do something
that particularly violates the targets nature, like attacking allies, the target can spend a fate point
to attempt a contest between his Will and your Mechanics. If successful, the target can act
normally for a round, and can indicate to his allies that something is amiss or even attack you
(under most circumstances, the target cannot remove the Cerebro-Shell on its own), although
after that round you regain control.
Forcefield (-3): You can use Will to create advantages in combat. By spending a fate point, you
can create an impassable border between two zones or around one zone that lasts until you
dismiss it, leave the scene, or the scene ends. You can also use Will to perform miscellaneous
actions where forcefield projection would be useful, such as temporarily blocking a hull breach
in a spaceship.
Hologram Projection (-1): You can use Espionage to create lifelike illusions, allowing you to
create advantages in combat through distraction and otherwise deceive and disorient your
enemies.

Holographic Driver (-0): In some clusters, all or most Transformers have a limited form
of this ability that allows them to emulate an organic operator in their cockpits. In those
clusters, this lesser form of hologram projection is a free ability.

Invisibility (-2): You can spend a fate point to become invisible for the rest of the scene or until
you dismiss the ability, gaining the invisible aspect and the following benefits:
A constant +2 bonus to Stealth checks relying on sight. You can make Stealth checks at any
time, even when there is nothing to hide behind.
A +1 bonus to Fight checks to create an advantage in combat when you would benefit from
being invisible.
A +1 bonus on Athletics checks to defend against ranged attacks.
Magnetic Telekinesis (-3): You can use Will in place of Brawn when moving metal objects,
including other Transformers, and can do so at a distance (within two zones). In addition, you
may use Will in place of Shoot to throw metal objects. You treat your size as one category larger
for these actions (granting Weapon:2 for magnetic attacks).

FATE: Transformers

36

Smokescreen (-1): You can emit a thick cloud of (often magnetic) smoke, allowing you to use
Espionage to create advantages in any situation where engulfing a target in smoke would be
useful, including combat.
Special Sense (-1): You have some extra sense on top of your normal senses. Perhaps you can
see in complete darkness, or hear the fear in a bots spark.

Extra senses (-1): For an additional refresh, you may define a set of up to three
thematically related senses.
Crazy sensors (-2): Alternatively, for two additional refresh, you can sense all sorts of
weird things, easily up to a dozen different special senses.

Teleportation (-4): You can teleport. Usually, this ability is used primarily to push people down
stairs. You may move any number of zones at any point in combat, but still take the supplemental
action penalty. As long as you are conscious, you may spend a fate point to leave any scene
(barring anti-teleportation fields)

FATE: Transformers

37

Transformation
Transformation technologies enhance or alter your bots ability to transform, specifically affect
your alternate mode, or in some cases provide a pseudo-mode of their own.
Jump-start (-1): You can transform especially quickly, and never take the multiple-action
penalty for transforming in the same round that you do something else. This technology only
needs to be purchased in streams where transformation isnt instantaneous.
Tiny (-1, usually requires Thing mode): You have the ability to mass-shift significantly upon
transformation, and your alternate form is tiny, usually small enough to be used as a tool. In most
clusters where this type of mass-shifting exists, you have enough control over the mass-shifting
that you can choose whether you are small enough to be used by a Cybertronian or by a human.
While Tiny, you gain a +3 bonus on Stealth checks (this stacks with the +2 granted by a Thing
Mode).
Mass Shifting (-1): You can change your size by one category when transforming. This confers
all the benefits and penalties of being bigger or smaller. If your alternate form has enough empty
space, you can house four robots of your size comfortably per size increase. You can purchase
this ability multiple times for more increases.
Example (Primax 984.17 Alpha): Astrotrain, a size 2 robot, has two or three of this
upgrade, allowing him to house most of the Decepticon army, including the enormous
Devastator, in his vehicle mode as a size 4 or 5 space shuttle.
Makeshift Mimic (-2): You are able to mimic any other Transformer of your sizes appearance
and voice. This requires some amount of preparation, since you need to study your target. If you
study your target perfectly, you roll Swindle to imitate them at +4. The bonus decreases the less
you prepare.
Pretender (-1): You have a Pretender Shell, a covering of synthetic flesh that allows you to be
fully disguised as an organic creature. Yes, this allows a Transformer to disguise herself as a
human (usually coupled with Mass Shifting). This shell can protect the bot entirely from the
background radiation, atmosphere, and other environmental effects of the environment from
which the creature your shell emulates comes. In campaigns where disguise does not play a
central role, this Technology costs nothing.
Primal Carryover (-1, requires Beast mode): Even when in your robot form, your Beast mode
grants you some enhanced abilities.

You get a +1 bonus whenever your beast modes sensory abilities (such as enhanced
smell, hearing, or sight) would be relevant to a Notice check.
You have the ability to do one minor thing that normal robots cant do, related to your
beast mode. For example, tracking by scent for a wolf, seeing by echolocation in

FATE: Transformers

38

darkness for a bat, or shooting sticky webbing for a spider. This allows you to perform
actions relevant to that ability.
o Alternatively, you can choose a skill and create a narrow circumstance under
which you receive a +1. For example, if you had a rhinoceros mode, you could get
a +1 bonus to Fight attacks while charging.
Super Mode (-2): You have the ability to overcharge your spark, combine with a trailer, or
otherwise power up for a limited amount of time by spending a fate point. Choose four refresh
worth of stunts and technologies. By spending a fate point, you can gain access to those abilities
for the remainder of the scene.
Tool (-1, requires Thing mode): You are a tool. Not like Prowl, but like a microscope or
weapon. If you are a handheld tool, you can only be used by a character at least a size larger than
you (this pairs nicely with Tiny). When used for your alternate modes function by another
Transformer, you grant that character a +2 bonus to the roll. In addition, you can grant thematic
Stunts and Technologies that you possess to the character that uses you.

FATE: Transformers

39

Weapons
Weapons are weapons.
Black Beam Gun (-1): You have a weapon that shoots a beam of light-absorbing gas, allowing
you to use Shoot to place a blinded aspect on a target, which in addition to standard effects of
the create advantage action gains an additional free invoke.
Breath Weapon (-2): You can generate a projectile weapon with your body, usually some sort of
fire or energy weapon emitted from a Beast modes mouth. This acts as a Weapon: 2 ranged
weapon that uses Brawn instead of Shoot to attack. If you can justify it, you can use this to create
advantages on the environment or your opponent.
Glass Gas (-3): You possess a weapon which can make metal as brittle as glass. When you use
the create advantage action using Shoot in combat (placing an aspect like brittle on the target),
if successful you can reduce your targets defense rating by 2 for the rest of the scene. This can
bring the targets defense rating below 0. In addition, you can use the weapon to bypass metal
obstacles by shattering them. This can even bypass solid walls or floors.
Natural Weapons (-1, usually requires Beast mode): You have teeth, claws, a slapping tail, or
some other weapon thats part of your body. Your natural weapons act as Weapon: 2 for your
Fight attacks. This stacks with any weapon ratings based on size and strength.
Piledrivers (-1): You can use Brawn to shake the landscape, placing an earthquake aspect (or
something similar) on the scene. The result of the Brawn check is the difficulty of the Athletics
check required for any character to move into or out of the zone.
Sonic Weapon (-1): You have some sort of sound emitter that can be overcharged to disorient
and deafen your enemies. You can use Data to create advantages in combat. When used at a
lower volume, it can function as a bitching stereo system.

Sound Waves (-1): For an additional refresh, you can use Data to attack, dealing mental
stress instead of physical.

Water Gun (-1): Youve got some means of dispensing a variety of liquids, allowing you to put
out fires and create advantages with Shoot when liquid nitrogen, molten lead, or water would be
helpful. You can dispense molten lead or liquid nitrogen as a weapon:1 ranged attack.
Signature Weapon (-varies): You have a particularly potent weapon, like an energo-sword or
fusion cannon. This weapon has a High Concept, a Trouble, and a weapon rating. For one
refresh, the weapon has Weapon:2. For two refresh, the weapon is exceedingly powerful, and has
Weapon:4.

FATE: Transformers

40

Venom (-1): One of your attacks is imbued with some sort of poison. When you deal at least two
shifts of damage with that attack (before defense ratings), you can forgo two shifts of damage in
order to place a poisoned aspect on your target with a free invoke.

FATE: Transformers

41

Chapter 11: Running the Game


Creating NPCs
Standard NPCs [Fate Core Page 213)
NPCs are for the most part handled the same way as in FATE Core. See Chapter 13: Multiverse
Persons of Interest for a database of ready-made NPCs should the need arise. Between Chapter
13 and the quick-and-dirty rules, you should never want for NPCs.
Squishies
Squishies are NPCs that represent the various kinds of
organic life present throughout the multiverse, especially
humans. A lot of times, a squishy NPC wont even
warrant a character writeup your standard human
bystander can be assumed to have little to no bearing on
any Transformer-scale situation; offing a busload of them
is more a matter of narration than mechanics.
However, every so often a squishy will have some bearing
on the plot greater than that of a pancaked pedestrian. In
these cases, squishy NPCs can be made as normal, except
that they are always size 0, have a defense rating of -2,
and lack any physical stress boxes. Any amount of
damage from a Transformer or Transformer-scale weapon
will have consequences on a human, and more often than
not it can be assumed that a human dealt damage by a
Transformer is killed.
There are some special cases that can level the physical playing field between squishies and
Cybertronians. Many squishies employ armored vehicles when faced with Transformer-scale
threats. Some squishies, such as the human and Nebulon headmasters and targetmasters from
Primax 984.17 Alpha, wear powered armor to fit in with their Cybertronian buddies, in which
case they can be mechanically treated as Transformers (such a squishy could even be appropriate
for play as a PC!). Nevertheless, an armored squishy is still a squishy, so vehicles and powerarmored squishies almost always will have an aspect like Gooey Center to reflect the fragile
flesh creature within. Other humanoids may possess super-human capabilities, and can also be
represented as standard characters rather than squishies.

FATE: Transformers

42

Quick-And-Dirty NPCs
Say you need an NPC really quickly, and youre blanking on how to stat them out. Well, I may
be able to help you out. For some mysterious reason, there exists an extensive library of technical
specification documents in the Quadwal cluster, corresponding to a variety of Beta-designated
streams. These Tech Specs actually function pretty well as FATE character sheets, and can be
found at http://tfu.info/.
Use the Tech Spec Package of skills (these can be used alongside players and NPCs using the
standard package). Then subtract 5 from each of the numbered statistics.
Then its time to figure out Aspects. Every sheet includes two ready-made aspects, a function
which roughly corresponds to the characters High Concept (you can include the characters
faction in this, e. g. Decepticon Leader instead of Leader), and a motto. If you have more
than 15 seconds, feel free to skim the biographical information for another aspect or two.
With that, you should have a fairly functional NPC, suitable for play. If you have more than a
minute, pick out any technologies and stunts that seem to make sense. Your players will be none
the wiser. Here are some examples:

Trailbreaker
Alternate Mode: Truck (Movement: Flat Land)
Aspects: Defensive Strategist, An Autobots only as good as the fuel in his
tank, Low Self-Esteem
Skills: +2 Strength, +1 Intelligence, -1 Speed, +5 Endurance, +2 Rank, +4 Courage,
2 Firepower, +2 Skill
Technologies: Forcefield

FATE: Transformers

43

Spinister
Alternate Mode: Helicopter (Movement: Air)
Aspects: Aerial Assault, Respect your foes abilities as you would your own
Skills: +1 Strength, +3 Intelligence, +1 Speed, +1 Endurance, +2 Rank, +4 Courage,
+4 Firepower, +3 Skill
Technologies: Flight

Polar Claw
Alternate Mode: Polar Bear
Aspects: Infantry Battle Commander,
Hunters Instinct, Ballistic Bear
Skills: +4 Strength, +2 Intelligence, -1 Speed,
+1 Endurance, +3 Rank, +4 Courage,
+3 Firepower, +2 Skill

Technologies: Companion: bat drone (flight,


sensors)

FATE: Transformers
Chapter 12: Sample Scenario Primax 515.19 Kappa
Cygnus system Temples of Syrinx
Macaddams?

44

FATE: Transformers
Chapter 13: Multiverse persons of interest

Aurex (Unicron Trilogy)


Gargent (GoBots)
Malgus (Animated)
Nexus (TransTech)

45

FATE: Transformers

46

Primax (G1)
Primax 984.17 Alpha
Optimus Prime
Inspiring Leader of the Autobots
Trouble: Will Die for the CAuse
Other Aspects: Alpha Trions Perfect Warrior,
Megatron must be stopped, no matter the
cost, Matrix Bearer
Alternate Mode: Tractor Trailer (Movement: Flat
Land)
Size: 2
Skills
+4 Brawn, +2 Data, +3 Empathy, +1 Espionage,
+5 Fight, +1 Investigate, +2 Notice, +2 Provoke,
+3 Rapport, +4 Shoot, +1 Swindle, +3 Tactics, +4 Will

Roller
One tough Little Autobot
Skills: +1 Stealth

Stunts

Stunts

Companion (-1): Roller


Take the hit (-1): Defend with Brawn instead of
Athletics in combat.
Technologies: Extraordinary Strength (-2),
Extraordinary Toughness (-2)
Mobile Platform (-1) (robot mode only), Complex
Platform (-1): Mobile repair bay, +3 Mechanics, +2
Shoot
Stress
Physical:

Size 0

Mental:
Refresh Cost: -9

Off-road (-1): +2 Athletics checks to


navigate difficult terrain

FATE: Transformers

47

Bumblebee
Little Yellow Guy
Trouble: Physically weak
Other Aspects: Eager Autobot scout,
Human buddies, Prove my worth
Alternate Mode: VW Beetle (Movement:
Flat land)
Size: 1

Chip Chase
Teen genius
Trouble: In a wheelchair
Other Aspects: No ones ever really
disabled so long as he has courage!
Skills

+3 Computers, +3 Data, +1 Mechanics,


+2 Will
Stress
Physical: -

Skills

Size: 0

Mental:

+1 Athletics, +1 Contacts, +2 Empathy,


+3 Espionage, +2 Investigate, +3 Rapport,
+2 Notice, +4 Stealth, +1 Swindle, +1 Will
Stunts
Youve gotta fight it! (-1): Can use Rapport
to create advantages for allies resisting mind
control effects, and gains a +2 bonus when
doing so.
Stress
Physical:

Mental:
Refresh Cost: -2
Spike Witwicky
Token Human
Trouble: Out of his depth
Other Aspects: Hard hat, Bees best
bud
Skills

Size: 0

+1 Investigate, +1 Rapport, +2 Stealth


Stunts
Help! (-1): If in mortal danger, may spend a
fate point to be saved by some Autobot.
Stress
Physical: -

Mental:

FATE: Transformers

48
Megatron

Paragon of Evil
Trouble: The Best-laid Plans
Other Aspects: Master MAnipulator, Ill crush
you with my bare hands, Decepticons,
retreat!
Alternate Mode: Handgun
Size: 2
Skills
+4 Brawn, +2 Data, +4 Fight, +1 Empathy,
+1 Espionage, +5 Shoot, +1 Mechanics, +2 Notice,
+3 Will, +3 Rapport, +2 Swindle, +3 Tactics,
+4 Provoke

Stunts
Take the hit (-1): Defend with Brawn instead of
Athletics in combat.
Technologies: Extraordinary Strength (-2),
Extraordinary Toughness (-2), Signature weapon
(Fusion Cannon, -2)
Tiny (-1, gun mode only), Tool (-1, gun mode only)
Stress
Physical:

Mental:
Refresh Cost: -9

Fusion Cannon (Weapon:4)


Trouble: Bulky

FATE: Transformers
Primax 1005.19 Gamma
Primax 496.22 Alpha (Beast Wars)

Quadwal (Real World)


Tyran (Live Action Movie)
Uniend (Aligned)
Viron (RiD)

49

You might also like