Transformers Tabletop RPG
Transformers Tabletop RPG
Transformers Tabletop RPG
Role-Playing Game
FATE: Transformers
FATE: Transformers
Til all are one,
FATE: Transformers
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
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.
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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
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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
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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
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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
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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?
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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.
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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.
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Crackpot daredevil inventor says a good deal more about the character than Scientist.
Here are a few examples to get you started:
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
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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.
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.
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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.
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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.
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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.
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.
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Empathy is the social/emotional Notice skill, used to perceive changes in a persons attitudes
and spot lies.
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.
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Investigate is used to uncover information. In many ways, it is the active counterpart to Notice.
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.
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.
Pilot is used when operating vehicles (or mounts) that arent part of your own body. It functions
for the most part exactly as Athletics.
Provoke is the mean social skill, used for insults and intimidation.
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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.
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.
Stealth represents being physically sneaky, avoiding detection. It has close ties with the
Espionage skill.
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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.
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.
Approaches are an option which can readily substitute the standard skill system.
FATE: Transformers
29
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
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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.
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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
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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.
FATE: Transformers
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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.
Movement
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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
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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
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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
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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
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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
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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
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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
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FATE: Transformers
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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
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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
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
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
Size 0
Mental:
Refresh Cost: -9
FATE: Transformers
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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
Skills
Size: 0
Mental:
Mental:
Refresh Cost: -2
Spike Witwicky
Token Human
Trouble: Out of his depth
Other Aspects: Hard hat, Bees best
bud
Skills
Size: 0
Mental:
FATE: Transformers
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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
FATE: Transformers
Primax 1005.19 Gamma
Primax 496.22 Alpha (Beast Wars)
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