You are on page 1of 9

Arcee

Arcee is an Autobot warrior through and through and will shed Energon as
vigorously as any other. Despite her loyalty, Arcee enjoys defending troublemakers
and outliers. A ferocious and deadly warrior who’s an expert in hand-to-hand
combat, she is also one of the best sharpshooters on record, never wavering from
her dedicated protection of those she has sworn to defend.

ARCEE
ROLE: Warrior FOCUS: Sentinel
WARRIOR ROLE
ORIGIN: Champion INFLUENCE: Gladiator
Essence Increases: Strength +1, Smarts +1; Role Skills: Alertness,
SIZE: Large (Bot Mode); Long (Alt Mode) Brawn, Conditioning, Culture, Might, and Survival
MOVEMENT: 40ft Ground (Bot Mode); 60ft Ground (Alt Mode) EQUIPMENT TRAINING AND QUALIFICATIONS:
HEALTH: 4 ENERGON POINTS: 2 • Standard issue equipment qualification
STRENGTH: 2 SPEED: 7 • Armor Upgrades: You are trained in Limited and Restricted
SMARTS: 4 SOCIAL: 3 Armor Upgrades
• Weapons: You are trained in all weapons, and Qualified in
TOUGHNESS: 13 EVASION: 17 Might weapons
WILLPOWER: 14 CLEVERNESS: 13
Hardcore: When you take enough damage to be Defeated, you
can spend an Energon Point to instead lose a limb but otherwise
SKILLS ignore the effect of the attack. You can use Hardcore as long as
• Acrobatics +d2 • Performance +d2 you have the Energon Points and limbs to spare.
• Alertness +d4 • Persuasion +d2 Foot Soldier: When in Bot Mode, treat your Speed as if it was
• Conditioning x1 • Streetwise +d2 2 higher when calculating how many Free actions you get on
• Driving +d4 • Survival +d2 your turn.
• Finesse +d2 • Targeting +d4 Manifest Melee Weapon: When you need a weapon, you can
• Initiative +d2 • Technology +d2 make one out of the energy flowing through you. As a Free action
• Intimidation +d2 • Languages: Cybertronian, once per combat, you can create an integrated Energon Weapon
English, Spanish without needing to spend an Energon Point, as long as the
weapon you create is based on a Standard Melee weapon. This
GLADIATOR INFLUENCE weapon lasts until the end of Combat, or until you are Defeated..

Choose an Intimidation Specialization, whether or not you For the Allspark!: Every Autobot character gains the
invested in that Specialization. You gain an Edge on Skill Tests following benefits:
when that Specialization comes into play. • ↑1 to Infiltration Skill Tests when in Alt Mode, or ↑2 if the Alt
Mode is appropriate to the environment
CHAMPION ORIGIN • Immunity to carbon-based diseases, but affected by
electromagnetic damage and viruses that affect machines
Essence Score Increase: Social +1
• Standard Issue Autobot Equipment
Origin Skill: Persuasion or Streetwise • Roll Out: When you roll for Initiative, if you are not surprised,
you can choose to convert to your Alt Mode before combat
Starting Health: 3
begins without needing to spend an action
Languages: 2, +1 / 3 Social
Wisdom Through Experience: One per scene following a
I Know a Bot: You have friends in high places. You have friends combat, when looking for clues or theorizing about enemy plans,
in low places, too. Whether they are Cybertronians, Earthlings, or you may ask your GM if one of your ideas has merit. The GM
some other alien peoples, you make friends wherever you go. You must then answer Yes or No truthfully, and provide a hint as to
can spend an Energon Point to declare that you have a previously why they gave that answer. If the GM feels it falls in between yes
positive relationship with an NPC. This can be an enemy. Although and no but not close enough to either, they can say Maybe and
this is not likely to change their objectives, they may still go easy provide two hints.
on you or secretly help you with one of your goals.
BOT MODE: SENTINEL FOCUS
• Movement: 40ft Ground Essence Increase: Speed +1; Focus Skills: Finesse or Initiative
• Size: Large Stalwart Defense: You use one of your External Hardpoints to
• Fine Motor: The additional joints and opposable digits gained defend yourself. During Equipment Requisition and Assignment,
in Bot Mode allow you to use tools and manipulate objects in choose whether you defend yourself with a shield or a
ways that are impossible in your Alt Mode. parrying weapon.
ALT MODE (SPORTS CAR): • Shield: On your turn, you can choose to gain +2 Toughness, +2
• Movement: 60ft Ground; Size: Long Evasion, or +1 Toughness and Evasion until the beginning of your
• Crew: 2 next turn.
• Firepoints: 2 • Weapon: You gain a Close Combat Blade, Close Combat
Bludgeon, Short Blade , or Short Bludgeon. You gain ↑1 on
• Limited Articulation: For all its advantages, this aerodynamic
offhand attacks. On your turn, you can choose to gain +1
shape limits how easily you interact with the world around you.
Toughness or +1 Evasion until the beginning of your next turn.
You cannot use Skills that require articulation or precision, such
as Athletics and Finesse.
• Special Attack: Ram (Driving): Driving Skill, Range Reach (1 GEAR
Blunt Damage, Trip) Armor Upgrades: Reinforced Plates; Requisition DIF
Technology vs 15
Weapons: Blaster, Frag Grenades x2, Rifle

TRANSFORMERS ROLEPLAYING GAME - PRE-GENERATED CHARACTERS 1


Blaster
The head of communications for the Autobots, Blaster is the most notable leader of
a collection of mini-cassette minions and a master of sonic weaponry. A capable
soldier and leader, he is a rock and roll party-animal in his free time – but it does
bleed over into his soldiering at times, too.

BLASTER
ROLE: Modemaster FOCUS: Microlinked
MODEMASTER ROLE
ORIGIN: Lookout INFLUENCE 1: Bureaucrat
Essence Increases: Any two Essence +1; Role Skills: Any two
SIZE: Large (Bot Mode); Common (Alt Mode) Skills linked to the chosen two Essence Increases
MOVEMENT: 30ft Ground (Bot Mode); 0ft Ground (Alt Mode) EQUIPMENT TRAINING AND QUALIFICATIONS:
HEALTH: 3 (5) ENERGON POINTS: 3 • Standard issue equipment qualification
STRENGTH: 5 SPEED: 4 • Armor Upgrades: You are not trained in Armor Upgrades
SMARTS: 4 SOCIAL: 3 • Weapons: You are trained in Standard weapons

TOUGHNESS: 15 EVASION: 16 Custom Frame: You chose your Essence Score Progression
WILLPOWER: 14 CLEVERNESS: 13 priorities.
Fully Hybrid: You can spend an Energon Point to partially convert
SKILLS as a Free action. You gain the benefits of both your Bot Mode and
your Alt Mode, your choice of either Mode’s Movement, and your
• Alertness +d2 • Might +d4 choice of the Size of your Hybrid Mode.
• Athletics +d4 • Persuasion +d4
Mass Shift: Once per scene as a Move action, you can change
• Conditioning x1 • Streetwise +d2
the composition of your body parts and gain one of the following
• Culture +d2 • Targeting +d4 benefits for the remainder of the scene:
• Infiltration +d2 • Technology +d4
• Initiative +d2 • Languages: Cybertronian, • +1 to a Defense of your choice;
English, Junkion • ↑1 on Skill Tests of a Skill of your choice;
• Double your Reach;
BUREAUCRAT INFLUENCE • Gain 1 Temporary Health.
You can use Mass Shift two times per day at 1st level.
When using the Lend Assistance action, you can grant the
recipient both an Edge and a ↑1 to their Skill Test. For the Allspark!: Every Autobot character gains the
following benefits:
LOOKOUT ORIGIN • ↑1 to Infiltration Skill Tests when in Alt Mode, or ↑2 if the Alt
Essence Score Increase: Speed or Social +1 Mode is appropriate to the environment
• Immunity to carbon-based diseases, but affected by
Origin Skill: Deception, Finesse, Infiltration, or Streetwise electromagnetic damage and viruses that affect machines
Starting Health: 2 • Standard Issue Autobot Equipment
• Roll Out: When you roll for Initiative, if you are not surprised,
Languages: 2, +1 / 2 Social
you can choose to convert to your Alt Mode before combat
Look Out!: You gain a +2 bonus to Evasion and can defend with begins without needing to spend an action
Evasion even if you’re unaware of an attack.
Quick Change: Select one conversion sequence (such as Alt
BOT MODE: Mode to Bot Mode, Bot Mode to Alt Mode, or from one Alt Mode to
another). That sequence requires a Free action to enact instead
• Movement: 30ft Ground
of a Standard action.
• Size: Common
• Fine Motor: The additional joints and opposable digits gained
in Bot Mode allow you to use tools and manipulate objects in
MICROLINKED FOCUS
ways that are impossible in your Alt Mode. Essence Increase: Any +1; Focus Skills: Any Skill from
ALT MODE (BOOMBOX): increased Essence

• Movement: 0ft Ground Mini-Con Ally: A Mini-Con ally docks to your frame. They could
be a distinct individual with whom you formed a deep bond, or an
• Size: Common
aspect of your personality made manifest. (see attached sheet
• Crew: 0
for Eject)
• Limited Articulation: For all its advantages, this aerodynamic
shape limits how easily you interact with the world around you.
You cannot use Skills that require articulation or precision, such
GEAR
as Athletics and Finesse. Armor Upgrades: None
• Object Alt Mode
Weapons: Blaster, Close Combat Bludgeon, Concussion
Grenade x2

TRANSFORMERS ROLEPLAYING GAME - PRE-GENERATED CHARACTERS 2


Eject (Mini-Con)
Eject is addicted to anything sports and sports-adjacent, filling his mind, free time,
and even vocabulary with sports. Happy to always give a new game or exercise a
chance, Eject loves being on Earth more than most Cybertronians – if only because
of the myriad volume of sports across the world.

EJECT (MINI-CON)
SIZE: Common
ATTACKS
HEALTH: 2; See Below
Unarmed Attack, Finesse, Reach (1 Stun, 1 Blunt Damage
MOVEMENT: 20ft Aerial, 20ft Ground (↓2), maneuver)
STRENGTH: 3 SPEED: 3 Mini-Laser, Targeting, Range 10ft/50ft (1 Laser Damage)
SMARTS: 2 SOCIAL: 2
TOUGHNESS: 13 EVASION: 12 POWERS
WILLPOWER: 13 CLEVERNESS: 12 Deploy: You or your Mini-Con can use a Free action to deploy
your Mini-Con from their dock. They land standing in a space
SKILLS adjacent to you and can act immediately. After deploying, your
Mini-Con has a normal number of actions for their Speed. Either
• Athletics +d4 • Persuasion +d2
you or your Mini-Con can use a Free action to dock as long as
• Brawn +d2 • Streetwise +d2 you’re adjacent to one another, even if one of you is Defeated.
• Culture +d4 • Targeting +d2 Your Health increases an amount equal to your MiniCon’s
• Finesse +d2 • Languages: current Health.
• Initiative +d2 Cybertronian, English
Helper: When docked with your Mini-Con, you get ↑1 on Skill
Tests related to their purpose.
PERKS
Dock: Your Mini-Con spends most of their time docked to you,
their linked companion. While docked, they perceive through your
sensors, and have 1 Free action.
Linked: You gain 2 Health. When this Mini-Con deploys, reduce
your Health by any amount, as long as it’s at least 1 and it doesn’t
reduce you to 0 Health. Your Mini-Con gains that amount of
Health. This reduction in Health does not count as Damage, cannot
be negated by Perks, and does not trigger abilities that depend on
you taking Damage or losing Health. If you do not have at least 2
Health, your Mini-Con cannot deploy.
Purpose: Athletics

TRANSFORMERS ROLEPLAYING GAME - PRE-GENERATED CHARACTERS 3


Bumblebee
An exuberant and energetic adventurer, Bumblebee’s charm and optimism cheers
everyone he meets. Often leaping into battle before he looks, the flipside of his
naivety is his open-mindedness: he is quick to overlook the differences between
species and become fast friends with everyone, especially humans. He looks up
to Optimus Prime as a father figure and is wholeheartedly devoted to his leader’s
mission to secure freedom for all sentient beings.

BUMBLEBEE
ROLE: Scout FOCUS: Outrider EQUIPMENT TRAINING AND QUALIFICATIONS:
ORIGIN: Lookout INFLUENCE 1: Scavenger • Standard issue equipment qualification
• Armor Upgrades: You are trained in Limited Armor Upgrades
SIZE: Common (Bot Mode); Long (Alt Mode)
• Weapons: You are trained in silent weapons
MOVEMENT: 30ft Ground (Bot Mode); 45ft Ground (Alt Mode)
Ally Awareness: If an ally has an ability that affects allies within
HEALTH: 2 ENERGON POINTS: 2 a certain range, you gain the benefits of that ability as long as you
STRENGTH: 2 SPEED: 6 are within 5 times the range of the ability. Additionally, once per
SMARTS: 3 SOCIAL: 5 scene as a Free action, you can use the memory of advice an ally
once gave you to gain the benefits of LendAssistance.
TOUGHNESS: 12 EVASION: 18
WILLPOWER: 13 CLEVERNESS: 15 Forward Observation: You take in every aspect of what you
witness. Alertness is both a Smarts and Social Skill for you. When
you roll an Alertness Skill Test and the creatures you’re observing
SKILLS aren’t aware of your presence, you can score a Critical Success
• Alertness +d4 • Persuasion +d4 with your d2.
• Athletics +d4 • Targeting +d4 Keen Senses: Your natural perception made you particularly
• Culture +d2 • Streetwise qualified for scouting. You gain the Acute Sense General Perk.
• Driving +d4 (Transportation) +d4
Acute Sense (Sight): Choose one of the five senses (sight,
• Infiltration +d4 • Languages: Cybertronian, hearing, taste, touch, or smell). You gain the following benefits:
English, plus 3 more
• An Edge when rolling an Alertness Skill Test for if your chosen
sense can be applied
SCAVENGER INFLUENCE
• ↑1 on a non-Alertness Skill Test where your chosen sense can
Choose a Streetwise Specialization (Transportation), whether or be applied
not you invested in that Specialization. You gain an Edge on Skill
For the Allspark!: Every Autobot character gains the
Tests when that Specialization comes into play.
following benefits:
LOOKOUT ORIGIN • ↑1 to Infiltration Skill Tests when in Alt Mode, or ↑2 if the Alt
Mode is appropriate to the environment
Essence Score Increase: Speed or Social +1 • Immunity to carbon-based diseases, but affected by
Origin Skill: Deception, Finesse, Infiltration, or Streetwise electromagnetic damage and viruses that affect machines
• Standard Issue Autobot Equipment
Starting Health: 2
• Roll Out: When you roll for Initiative, if you are not surprised,
Languages: 2, +1 / 2 Social you can choose to convert to your Alt Mode before combat
begins without needing to spend an action
Look Out!: You gain a +2 bonus to Evasion and can defend with
Evasion even if you’re unaware of an attack. Disappear: For a Scout to survive getting seen, they need to get
unseen again as quickly as possible. As a Free action, you can
BOT MODE:
spend an Energon Point to turn Invisible until the end of your turn.
• Movement: 30ft Ground
• Size: Common OUTRIDER FOCUS
• Fine Motor: The additional joints and opposable digits gained
in Bot Mode allow you to use tools and manipulate objects in Essence Increase: Speed +1
ways that are impossible in your Alt Mode. Focus Skills: Driving or Initiative
ALT MODE (SPORTS CAR): Burn Rubber: On the first round of combat, if you Push Yourself
• Movement: 45ft Ground or 20ft Aerial to buy additional movement, you gain an additional 10ft of
Movement for every Free action you spend in conjunction with
• Size: Long
your Move action, and you can buy up to your Movement in
• Crew: 1
additional movement. If you are surprised, you can still use
• Firepoints: 1 a Move action to move, and Free actions to gain additional
• Limited Articulation: For all its advantages, this aerodynamic Movement, but you use the regular rules to Push Yourself.
shape limits how easily you interact with the world around you.
You cannot use Skills that require articulation or precision, such
as Athletics and Finesse.
GEAR
• Special Attack: Ram (Driving): Driving Skill, Range Reach (1 Armor Upgrades: None
Blunt Damage, Trip)
Weapons: Blaster, Close Combat Bludgeon, Concussion Grenade
x2, Shotgun
SCOUT ROLE
Essence Increases: Speed +1, Social +1
Role Skills: Alertness, Deception, Infiltration, Initiative, and
Streetwise

TRANSFORMERS ROLEPLAYING GAME - PRE-GENERATED CHARACTERS 4


Chromia
Nobody takes their job as a security officer more seriously than Chromia, whose
expertise is sabotage and infiltration make her an asset to any strike team in
addition to being a dedicated bodyguard. Focused on the mission at hand, it is
difficult to get her to view fellow Autobots as “friends,” but she is nevertheless
fiercely protective of them.

CHROMIA
ROLE: Gunner FOCUS: Sharpshooter
GUNNER ROLE
ORIGIN: Outrider INFLUENCE 1: Security
Essence Increases: Speed +1, Smarts +1
SIZE: Large (Bot Mode); Long (Alt Mode)
Role Skills: Alertness, Initiative, Survival, and Targeting
MOVEMENT: 30ft Ground (Bot Mode); 45ft Ground (Alt Mode)
EQUIPMENT TRAINING AND QUALIFICATIONS:
HEALTH: 3 ENERGON POINTS: 2
• Standard issue equipment qualification
STRENGTH: 3 SPEED: 6 • Armor Upgrades: You are trained in Limited Armor Upgrades
SMARTS: 5 SOCIAL: 2 • Weapons: You are trained in projectile weapons and Qualified
TOUGHNESS: 13 EVASION: 16 in Standard and Limited ballistic weapons
WILLPOWER: 15 CLEVERNESS: 12 Armament: You gain an additional Integrated Weapon Hardpoint.
Pistol Whip: When you have a Ballistic weapon in an External
SKILLS Hardpoint, it also counts as a Close Combat Bludgeon. You do not
• Alertness +d4 • Might +d2 add any benefits you normally gain from attacks with a Ballistic
• Athletics +d4 • Targeting +d6 weapon when you use it as a Close Combat Bludgeon.
• Deception +d4 • Technology Rapid Reload: Reloading weapons with the Reload trait is a Free
• Initiative +d2 (Engineering) +d4* action for you.
• Infiltration +d4 • Languages: Cybertronian, For the Allspark!: Every Autobot character gains the
English, plus 1 more following benefits:

SECURITY INFLUENCE • ↑1 to Infiltration Skill Tests when in Alt Mode, or ↑2 if the Alt
Mode is appropriate to the environment
When you are Surprised, you can take a Move action and roll a • Immunity to carbon-based diseases, but affected by
Skill Test. You still can’t take a Standard action. electromagnetic damage and viruses that affect machines
• Standard Issue Autobot Equipment
OUTRIDER ORIGIN • Roll Out: When you roll for Initiative, if you are not surprised,
you can choose to convert to your Alt Mode before combat
Essence Score Increase: Smarts +1
begins without needing to spend an action
Origin Skill: Alertness or Survival
Imprompturret: When you convert from your Bot Mode with
Starting Health: 3 ballistic weapons in your External Hardpoints, you can spend
an Energon Point to treat the firearms as Integrated Hardpoint
Languages: 2, +1 / 3 Smarts
weapons in your Alt Mode for the rest of the scene.
Take Point: You never suffer the negative effects of Rough
Terrain, and on any turn in which you end your move in Rough SHARPSHOOTER FOCUS
Terrain, you are considered to be in Cover until the beginning of
your next turn. Essence Increase: Speed +1

BOT MODE: Focus Skills: Infiltration or Initiative

• Movement: 30ft Ground Long Shot: You do not suffer a Snag when attacking from long
• Size: Common or Large range with a ranged weapon.
• Fine Motor: The additional joints and opposable digits gained
in Bot Mode allow you to use tools and manipulate objects in GEAR
ways that are impossible in your Alt Mode. Armor Upgrades: Energy Resistor (immunity to Laser Damage);
ALT MODE (URBAN ASSAULT VEHICLE): Requisition DIF Technology vs 10
• Movement: 45ft Ground Weapons: Blaster, Frag Grenade x2, Rifle, Grenade x2, Shotgun
• Size: Common or Long
• Crew: 2
• Firepoints: 2
• Limited Articulation: For all its advantages, this aerodynamic
shape limits how easily you interact with the world around you.
You cannot use Skills that require articulation or precision, such
as Athletics and Finesse.
• Special Attack: Ram (Driving): Driving Skill, Range Reach (1
Blunt Damage, Trip)

TRANSFORMERS ROLEPLAYING GAME - PRE-GENERATED CHARACTERS 5


Cliffjumper
Cliffjumper is twenty meters of attitude packed into four meters of Autobot. He
never backs down from any obstacle, figuring out the best tool to remove it from
his path. Whether it’s using his enormous particle cannon or flinging his metal-
catalyzing glass gas around, he always has a tool for the job.

CLIFFJUMPER
ROLE: Field Commander FOCUS: Strategist
FIELD COMMANDER ROLE
ORIGIN: Lookout INFLUENCE 1: War Veteran
Essence Increases: Strength +1, Social +1; Role Skills: Brawn,
SIZE: Common (Bot Mode); Long (Alt Mode) Deception, Intimidation, Might, Performance, and Persuasion
MOVEMENT: 30ft Ground (Bot Mode); 45ft Ground (Alt Mode) EQUIPMENT TRAINING AND QUALIFICATIONS:
HEALTH: 3 ENERGON POINTS: 2 • Standard issue equipment qualification
STRENGTH: 5 SPEED: 6 • Armor Upgrades: You are trained in Limited Armor Upgrades
SMARTS: 3 SOCIAL: 2 • Weapons: You are trained in ballistic weapons and
melee weapons
TOUGHNESS: 16 EVASION: 18
WILLPOWER: 13 CLEVERNESS: 13 Issue Command: As a Move action, you can issue a command,
granting allies who follow your command ↑1 to a Skill Test or
+1 bonus to a Defense based on certain circumstances. You set
SKILLS the terms and the bonus allies receive. This bonus lasts until the
• Alertness +d6 • Might +d4 beginning of your next turn.
• Athletics +d4 • Streetwise +d4 Prepare for War: When you roll for Initiative and you are not
• Conditioning I • Targeting (Ballistic) +d6* Surprised, you gain an Edge on your Initiative Skill Test.
• Driving +d2 • Languages: Cybertronian, For the Allspark!: Every Autobot character gains the
• Initiative +d2 English, plus 1 more following benefits:

WAR VETERAN INFLUENCE • ↑1 to Infiltration Skill Tests when in Alt Mode, or ↑2 if the Alt
Mode is appropriate to the environment
When making an Alertness Skill Test to gain information or • Immunity to carbon-based diseases, but affected by
understanding of the current battlefield, you gain an Edge. electromagnetic damage and viruses that affect machines
• Standard Issue Autobot Equipment
LOOKOUT ORIGIN • Roll Out: When you roll for Initiative, if you are not surprised,
you can choose to convert to your Alt Mode before combat
Essence Score Increase: Speed or Social +1
begins without needing to spend an action
Origin Skill: Deception, Finesse, Infiltration, or Streetwise
Never Forsaken: Once per scene, when an ally no further away
Starting Health: 2 from you than your fastest Movement in your alt mode takes
Damage, you can spend an Energon Point to move adjacent to
Languages: 2, +1 / 2 Social
that ally, converting if you need to, and take the Damage instead,
Look Out!: You gain a +2 bonus to Evasion and can defend with even if the attack would not normally penetrate your Defenses.
Evasion even if you’re unaware of an attack.
BOT MODE: STRAEGIST FOCUS
• Movement: 30ft Ground; Size: Common Essence Increase: Smarts +1
• Fine Motor: The additional joints and opposable digits gained Focus Skills: Alertness, Culture, or Survival
in Bot Mode allow you to use tools and manipulate objects in
ways that are impossible in your Alt Mode. Strategize: You can set a number of Contingency actions as Free
actions up to your Smarts score. Each Contingency action must
ALT MODE (COMPACT CAR): trigger on a different condition. Only one of these Contingency
• Movement: 45ft Ground or 20ft Aerial actions can be used to Attack.
• Size: Common
• Crew: 1 GEAR
• Firepoints: 1 Armor Upgrades: Increased Armor (+1 to Toughness); Requisition
• Limited Articulation: For all its advantages, this aerodynamic DIF Might vs 10
shape limits how easily you interact with the world around you.
You cannot use Skills that require articulation or precision, such Weapons: Blaster, Close Combat Bludgeon, Frag Grenade
as Athletics and Finesse. x2, Shotgun
• Special Attack: Ram (Driving): Driving Skill, Range Reach (1
Blunt Damage, Trip)

TRANSFORMERS ROLEPLAYING GAME - PRE-GENERATED CHARACTERS 6


Elita-1
Elita-1 is a leader of the Autobot resistance on Cybertron and counterpart to
Optimus Prime. Her connection with Optimus Prime stretches back to time before
the war where their bond was forged by common ideals and a passion for similar
causes, making her spark as special as his. Brave, strategic, with a wry sense of
humor, Elita-1 is a steady and powerful force within the Autobot ranks.

ELITA-1
ROLE: Field Commander FOCUS: Ambassador
FIELD COMMANDER ROLE
ORIGIN: Outrider INFLUENCE 1: War Veteran
Essence Increases: Strength +1, Social +1
SIZE: Large (Bot Mode); Long (Alt Mode)
Role Skills: Brawn, Deception, Intimidation, Might, Performance,
MOVEMENT: 30ft Ground (Bot Mode); 45ft Ground (Alt Mode) and Persuasion.
HEALTH: 3 ENERGON POINTS: 3 EQUIPMENT TRAINING AND QUALIFICATIONS:
STRENGTH: 3 SPEED: 4 • Standard issue equipment qualification
SMARTS: 4 SOCIAL: 5 • Armor Upgrades: You are trained in Limited Armor Upgrades
TOUGHNESS: 13 EVASION: 14 • Weapons: You are trained in ballistic weapons and
WILLPOWER: 14 CLEVERNESS: 15 melee weapons
Issue Command: As a Move action, you can issue a command,
SKILLS granting allies who follow your command ↑1 to a Skill Test or
+1 bonus to a Defense based on certain circumstances. You set
• Alertness +d2 • Persuasion +d4 the terms and the bonus allies receive. This bonus lasts until the
• Athletics +d2 • Streetwise +d4 beginning of your next turn.
• Culture +d2 • Survival +d2
Never Forsaken: Once per scene, when an ally no further away
• Deception +d2 • Targeting +d4 from you than your fastest Movement in your alt mode takes
• Driving +d2 • Technology +d2 Damage, you can spend an Energon Point to move adjacent to
• Initiative +d2 • Languages: Cybertronian, that ally, converting if you need to, and take the Damage instead,
• Might +d4 English, Quintesson even if the attack would not normally penetrate your Defenses.
Prepare for War: When you roll for Initiative and you are not
WAR VETERAN INFLUENCE Surprised, you gain an Edge on your Initiative Skill Test.
When making an Alertness Skill Test to gain information or For the Allspark!: Every Autobot character gains the
understanding of the current battlefield, you gain an Edge. following benefits:
• ↑1 to Infiltration Skill Tests when in Alt Mode, or ↑2 if the Alt
OUTRIDER ORIGIN Mode is appropriate to the environment
Essence Score Increase: Smarts +1 • Immunity to carbon-based diseases, but affected by
electromagnetic damage and viruses that affect machines
Origin Skill: Alertness or Survival
• Standard Issue Autobot Equipment
Starting Health: 3 • Roll Out: When you roll for Initiative, if you are not surprised,
Languages: 2, +1 / 3 Smarts you can choose to convert to your Alt Mode before combat
begins without needing to spend an action
Take Point: You never suffer the negative effects of Rough
Terrain, and on any turn in which you end your move in Rough AMBASSADOR FOCUS
Terrain, you are considered to be in Cover until the beginning of
your next turn. Essence Increase: Social +1
BOT MODE: Focus Skills: Deception, Performance, or Persuasion
• Movement: 30ft Ground Bend a Knee or Stand Tall: When in discussion with a creature
• Size: Common or Large of a different Size Class, you gain ↑ on Intimidation or Persuasion
• Fine Motor: The additional joints and opposable digits gained Skill Tests equal to the number of Size Class differences
in Bot Mode allow you to use tools and manipulate objects in between you.
ways that are impossible in your Alt Mode.
ALT MODE (CYBERTRONIAN SURFACE ROVER):
GEAR
Armor Upgrades: Energy Resistor (immunity to Electromagnetic
• Movement: 45ft Ground
Damage); Requisition DIF Technology vs 10
• Size: Common or Long
• Crew: 2 Weapons: Blaster, Close Combat Blade, Frag Grenade x2
• Firepoints: 2
• Limited Articulation: For all its advantages, this aerodynamic
shape limits how easily you interact with the world around you.
You cannot use Skills that require articulation or precision, such
as Athletics and Finesse.
• Special Attack: Ram (Driving): Driving Skill, Range Reach (1
Blunt Damage, Trip)

TRANSFORMERS ROLEPLAYING GAME - PRE-GENERATED CHARACTERS 7


Jazz
Jazz is in tune with Earth trends, traditions, and music in a way that confounds most
other Autobots. He is Optimus Prime’s right-hand bot since the Ark’s crash, and it
is the combination of his brilliant strategic mind and his shining personality that
makes him a favorite of so many in the Autobot ranks.

JAZZ
ROLE: Analyst FOCUS: Spec Ops
ANALYST ROLE
ORIGIN: Champion INFLUENCE: War Veteran
Essence Increases: Speed +1, Smarts +1
SIZE: Large (Bot Mode); Long (Alt Mode)
Role Skills: Alertness, Finesse, Infiltration, Initiative, Science,
MOVEMENT: 40ft Ground (Bot Mode); 60ft Ground (Alt Mode) and Technology
HEALTH: 3 ENERGON POINTS: 2 EQUIPMENT TRAINING AND QUALIFICATIONS:
STRENGTH: 2 SPEED: 4 • Standard issue equipment qualification
SMARTS: 5 SOCIAL: 5 • Armor Upgrades: You are trained in Standard Armor Upgrades
TOUGHNESS: 12 EVASION: 14 • Weapons: You are trained in one-handed weapons, including
WILLPOWER: 15 CLEVERNESS: 15 weapons that can be used one or two-handed
Analyze Target: As a Standard action, make an Alertness Skill
SKILLS Test against the Willpower or Cleverness of a Target you can see.
On a success, you can learn a valuable piece of information of
• Alertness +d4 • Persuasion your choice about them, such as their Rank in a specific Skill, or a
• Athletics +d2 (Diplomacy) +d4* Defense score.
• Culture (Earth music) +d4* • Streetwise +d4
Informed Accuracy: When you attack a creature that you’ve
• Driving +d4 • Targeting +d2
used Analyze Target on in this combat, you gain ↑ on the attack
• Initiative +d2 • Languages: Cybertronian, equal to the number of times you used Analyze Target on them.
• Might +d2 English, plus 2 more
Unsurprising: If you would be Surprised, you instead can act, but
treat your Speed score as though it were equal to your level (up
WAR VETERAN INFLUENCE to your actual Speed score).
When making an Alertness Skill Test to gain information or For the Allspark!: Every Autobot character gains the
understanding of the current battlefield, you gain an Edge. following benefits:

CHAMPION ORIGIN • ↑1 to Infiltration Skill Tests when in Alt Mode, or ↑2 if the Alt
Mode is appropriate to the environment
Essence Score Increase: Social +1 • Immunity to carbon-based diseases, but affected by
Origin Skill: Persuasion or Streetwise electromagnetic damage and viruses that affect machines
• Standard Issue Autobot Equipment
Starting Health: 3 • Roll Out: When you roll for Initiative, if you are not surprised,
Languages: 2, +1 / 3 Social you can choose to convert to your Alt Mode before combat
begins without needing to spend an action
I Know a Bot: You have friends in high places. You have friends
in low places, too. Whether they are Cybertronians, Earthlings, or Work The Numbers: At the beginning of every round of combat
some other alien peoples, you make friends wherever you go. You after the first, you can spend an Energon Point to move a creature
can spend an Energon Point to declare that you have a previously in the combat up or down one place in the Initiative order.
positive relationship with an NPC. This can be an enemy. Although
this is not likely to change their objectives, they may still go easy SPEC OPS FOCUS
on you or secretly help you with one of your goals.
Essence Increase: Social +1
BOT MODE:
Focus Skills: Deception, Persuasion, or Streetwise
• Movement: 40ft Ground
Unassuming: You gain ↑1 on Deception and Infiltration
• Size: Large
Skill Tests. Additionally, you’re Qualified with all one-handed
• Fine Motor: The additional joints and opposable digits gained Limited Weapons.
in Bot Mode allow you to use tools and manipulate objects in
ways that are impossible in your Alt Mode.
GEAR
ALT MODE (STREET CAR):
Armor Upgrades: None
• Movement: 60ft Ground
• Size: Long Weapons: Blaster, Close Combat Bludgeon, Concussion
Grenades x2
• Crew: 2
• Firepoints: 2
• Limited Articulation: For all its advantages, this aerodynamic
shape limits how easily you interact with the world around you.
You cannot use Skills that require articulation or precision, such
as Athletics and Finesse.
• Special Attack: Ram (Driving): Driving Skill, Range Reach (1
Blunt Damage, Trip)

TRANSFORMERS ROLEPLAYING GAME - PRE-GENERATED CHARACTERS 8


Wheeljack
Resourceful Autobot mechanic and overenthusiastic scientist, Wheeljack’s
inventions are as brilliant as they are unpredictable. When his inventions work,
there’s no other gear the Autobots would rather have in their arsenal. The weapons
and upgrades that Wheeljack creates are unrivaled for their inventiveness, and
his improvisational feats of engineering can result in weapons, gears, and system
upgrades made out of little more than random parts and scraps. In his Alt Mode,
Wheeljack attacks the road like he does his science experiments: recklessly and
with style, always on the brink of brilliance or spectacular failure. His fearlessness
in the face of the unknown is the quality most respected by his fellow Autobots.

WHEELJACK
ROLE: Scientist FOCUS: Gadgeteer ALT MODE (SPORTS CAR):
ORIGIN: Champion INFLUENCE: Inventor • Movement: 60ft Ground
• Size: Long
SIZE: Large (Bot Mode); Long (Alt Mode)
• Crew: 2
MOVEMENT: 40ft Ground (Bot Mode); 60ft Ground (Alt Mode) • Firepoints: 2
HEALTH: 4 ENERGON POINTS: 6 • Limited Articulation: For all its advantages, this aerodynamic
shape limits how easily you interact with the world around you.
STRENGTH: 3 SPEED: 4 You cannot use Skills that require articulation or precision, such
SMARTS: 6 SOCIAL: 3 as Athletics and Finesse.
TOUGHNESS: 13 EVASION: 14 Special Attack: Ram (Driving): Driving Skill, Range Reach (1 Blunt
WILLPOWER: 16 CLEVERNESS: 13 Damage, Trip)

SKILLS SCIENTIST ROLE


• Alertness +d2 • Science (Engineering) +d2 Essence Increases: Strength +1, Smarts +1
• Brawn +d2 • Streetwise +d2
Role Skills: Brawn, Conditioning, Science, and Technology
• Conditioning x1 • Targeting +d4
• Driving +d2 • Technology EQUIPMENT TRAINING AND QUALIFICATIONS:
• Initiative +d2 (Cybertronian) +d4 • Standard issue equipment qualification
• Might +d2 • Languages: Cybertronian, • Armor Upgrades: You are trained in Limited Armor Upgrades
• Persuasion +d4 English, Japanese • Weapons: You are trained in Electric Weapons and Explosives
Broad Understanding: Outside of combat, as long as you have
INVENTOR INFLUENCE at least one Science Specialization, you roll all Science Skill Tests
You gain an Edge on Skill Tests to use any technology of your as though you were Specialized, although Skill Tests outside your
own creation. Additionally, you can always ignore up to ↓1 on Skill Specialization suffer ↓2.
Tests to use any technology you create. Intrafilum: When treating an adjacent Cybertronian, as a Free
action, you can spend an Energon Point to restore 1 Health.
CHAMPION ORIGIN Circuit Breaker: You can use the Technology Skill for attacks
Essence Score Increase: Social +1 with Electric weapons.
Origin Skill: Persuasion or Streetwise For the Allspark!: Every Autobot character gains the
following benefits:
Starting Health: 3
• ↑1 to Infiltration Skill Tests when in Alt Mode, or ↑2 if the Alt
Languages: 2, +1 / 3 Social
Mode is appropriate to the environment
I Know a Bot: You have friends in high places. You have friends • Immunity to carbon-based diseases, but affected by
in low places, too. Whether they are Cybertronians, Earthlings, or electromagnetic damage and viruses that affect machines
some other alien peoples, you make friends wherever you go. You • Standard Issue Autobot Equipment
can spend an Energon Point to declare that you have a previously • Roll Out: When you roll for Initiative, if you are not surprised,
positive relationship with an NPC. This can be an enemy. Although you can choose to convert to your Alt Mode before combat
this is not likely to change their objectives, they may still go easy begins without needing to spend an action
on you or secretly help you with one of your goals.
Energon Battery: You store a number of personal Energon Points
BOT MODE: equal to your highest Essence Score, not your lowest.
• Movement: 40ft Ground
• Size: Large GADGETEER FOCUS
• Fine Motor: The additional joints and opposable digits gained Essence Increase: Smarts +1
in Bot Mode allow you to use tools and manipulate objects in
ways that are impossible in your Alt Mode. Focus Skills: Technology
Technologist: When a Scientist Role Perk only uses the Science
Skill, you can use Science or Technology.

GEAR
Armor Upgrades: None
Weapons: Close Combat Bludgeon, Concussion Grenades x2,
Directed Element Rifle (Electric)

TRANSFORMERS ROLEPLAYING GAME - PRE-GENERATED CHARACTERS 9

You might also like