TRANSFORMERS: THE RPGIt is a world transformed, where things are not as they seem...
Greetings, PA-land. With the holidays approaching, I'll soon find myself with about two weeks of vacation-time from work. A more sensible person would use this time to unwind and relax from the normal stress that comes from my crazy job. Lucky for you, I
lack sense.
As is probably evident from my avatar/sig, I'm a huge Transformers fan. After trying the pick-up and play pulp-action RPG
Spirit of the Century, my mental gears started shifting and I began to realize how well it would translate into the Saturday morning fun of the original Transformers cartoon.
I aim to see exactly how well this would work. I intend on using a heavily stripped down version of the FATE rules that are used in
Spirit. More on this later. Here's a handy Q&A section that runs down my vision of how this game would work if there are people out there interested in giving it a go.
How many players are you looking for?
Probably about 4-5, but I might be persuaded to run a second group if the interest is there. Bribes are accepted, but not required.
What do I need to play
1. I'd ask that you be familiar with RPGs in some manner. No, you don't need to have an encyclopedic knowledge of the FATE system (or even a basic knowledge of it). It's easy enough to understand and we'll get to it soon. I would like you to have RPed before in some manner, though.
2. I'd ask you to have some basic knowledge of the Transformers G1 universe. This might mean that you have the old cartoons on DVD, a shelf full of action figures, and longboxes of comic book issues. It might mean that you watched them as a kid and think they're still badass.
This is a good basic overview:
http://transformers.wikia.com/wiki/Generation_1_(cartoon)
3. You need to understand that this is very much a work in progress. Rules might change based on how things play out.
4. The FATE system is very cinematic, so I'd like the players to be able to write relatively well, especially in terms of dialogue and action-description.
Tell me more of this FATE.
If you conceptualize D&D as a d20 roll modified by (attribute bonus, attack bonus, skill level, etc), then FATE is a skill ranking modified by rolling 4 modified d6's. The d6 has been modified so that:
1,2 are (-1)
3,4 are (+0)
5,6 are (+1)
For example, let's say Prime has a skill of 3 in Drive and rolls like so:
Drive (1d6=3, 1d6=5, 1d6=5, 1d6=2)
He ends up with a Drive roll of 4.
(3+0+1+1-1)
More:
Pretty much any roll required is a skill roll. Skills include things like Athletics, Science, Investigation, Drive, Pilot, Guns, Fists, Weapons. I'll post a complete list once character creation starts.
In addition to skills, your character also has aspects. Aspects are character traits that you can activate (by spending a FATE point) in order to either add +2 to your roll or to completely reroll your skill roll. For example, Sideswipe might have the aspect of "Reckless". In a situation where I think Sideswipe's actions are reckless, I could spend a FATE point to either add +2 to my roll or to do a complete reroll.
Conversely, I could also use your aspects to compel your character to do something that I think could send the story down an interesting path. Example:
"Player A, I see that your character 'Sideswipe' has the aspect of 'Reckless'. Sideswipe spots a group of Decepticons stealing energy from a power plant. Even though Sideswipe is currently waiting for backup, I think it'd be interesting for you to check it out."
If you accept, I give you a FATE point. If you choose not to accept, you need to pay me a FATE point to resist the compel.
Spirit also has stunts, which are a lot like feats. I would likely make up a few for use in this game.
Overall, the system is very fast and loose. For skill rolls, I set a target difficulty that you have to meet or exceed in order to succeed. In cases where there would be opposing forces (like combat), we do two skill rolls against each other. For example, two characters in a sword fight would roll opposing weapons skill roles. Someone being shot at would use their Athletics roll to go against their opponents guns roll.
Tell me more about the game.
The game would be set sometime during Season 2 of the cartoon. Reinforcements have arrived from Cybertron for both sides. Your characters would be among these reinforcements. You're essentially "Team B". You've been out there on missions, but you just haven't gotten the spotlight like the "stars" of the cartoon.
The tone would be fairly light and action-y. I encourage crackin' wise and kicking ass. As I said before, FATE is very cinematic and I think it'll work well for this.
Can I play as a Decepticon?
No, at least not for this first game.
Can I play as (insert favorite character here)?
No, you need to create a character.
Can I play as a target-/head-/power-master?
No.
Ok, here's my character. Can I play as Frosty, the Ice Cream truck? Or Maytag the laundry machine?
Oh hell no.
You had me at "Bah-weep-Graaaaagnah wheep ni ni bong." What's the first step?
Create a short sentence that describes the character you want to play. Examples:
I want to play Optimus Prime, the noble, self-sacrificing leader of the Autobots.
I want to play Grimlock, the formidable, but mentally challenged leader of the Dinobots.
I want to play Bumblebee, the small Autobot spy with a big heart.
I want to play Jazz, the Earth-culture-obsessed special-operative.
Posts
Good luck with the game, pope. :^:
I'd like to play barrage, the fiercely loyal, but sullen heavy weapons specialist
Also Dialogue is my only real strength rp wise i guess. You could look the L5R rp over to see if I'm what you're looking for.
edit: i'm aware the barrage name has been used twice but one is a decepticon and the other is totally boring as a character.
C_J, I'm not looking to start playing until about 2 weeks from now. I'm just trying to gauge interest and begin some light character creation.
There seems to be an SRD here: http://zork.net/~nick/loyhargil/fate-srd-rest/Fate-SRD-2005-03-31.html
Truth to be told, though, it looks like Spirit of the Century uses a modified version of these rules and I'm using a modified (stripped down) version of the Spirit rules.
"Go up, thou bald head." -2 Kings 2:23
Sorry...
I'm looking for at least one more player before I confirm that the game is indeed on. Any takers?
I'd like to play Quickshot, the duty-bound scout and sniper. He transforms into a moped.
Either way, I'll be posting info on the first part of character creation tomorrow. There are still two open slots if anyone is interested.
I want to play as Downbeat, the friendly recon agent. He turns into a red robotic dragonfly.
I will think on it, and see if I cannot be a robot.
Step 1: Early History
Write about a paragraph about the early events in your character's history. You might include what their function was before the war, if they were created before the Autobot-Decepticon war began. It's also possible that they're a slightly newer creation and that they've only known war during their lifetime. You should also include why they chose to join the Autobot cause.
You want to try to get two aspects from this. Remember, aspects are short phrases that signify some trait about your character. You can invoke your aspects (by spending a FATE point) to either add two to your roll or to completely reroll. The GM can also use your aspects to compel you to take certain actions that he believes will add to the story (in return, you get a FATE point).
Example:
Bluestreak was a merchant in a neutral city before the war began. Shortly after the war started, his home city was attacked by the Decepticons. He managed to hide from the invading forces while they slaughtered his fellow inhabitants, leaving him as the only survivor. Driven by grief and the desire for revenge, he joined the Autobot cause, despite his own personal distaste for war. His newfound companions found him unnaturally talkative, but eventually came to understand that his chattiness served to keep his troubled psyche at bay.
Aspects: Survivor, Inner Demons
"Go up, thou bald head." -2 Kings 2:23
Aspects: Stubborn, Aggressive
Aspects: Observant, Friendly
Aspects: Single-Minded, Un-Empathic
Let's say the game is set in the mid-90s, but you're able to use current vehicles as your altmode due to engineering advancing more quickly as a result of the introduction of Cybertronian technologies.
Edit: Also, I think I'm going to change his specialization from long-range weaponry to demolitions - that way his old messenger training is in full effect, the "packages" have just been swapped with custom explosive devices (Stun Grenades, EMP Mines, Concussive Bombs, etc.). System permitting, of course. I'm not overly familiar with Fate.
"Go up, thou bald head." -2 Kings 2:23
Aspects: No Stone Left Unturned, The Big Guy
"Go up, thou bald head." -2 Kings 2:23
Step 1 of character creation looks really awesome. I dig what everyone has come up with so far.
Step 2: Your Character's Spotlight Episode
Write a short summary of your character's spotlight cartoon episode. It occurs sometime after they're sent to earth as reinforcements. Again, you're looking to get another two aspects from this. Note that delro's aspects are pretty much perfect. You want something that you can massage to fit a variety of different purposes. For example, "The Big Guy" could be useful when it comes to feats of strength and to intimidation. It also gives me something I can use "against" you when I compel you, like he might be easier to spot.
You don't want to get too detailed, because in the next step, you're going to be "guest-starring" in each other's episodes, where you'll add in some small part you played in the episode. You don't have to give it a title, but I'll give you an extra FATE point at the start of the game if you do.
Example: Blaster Blues
After transmitting a rock concert over the official Autobot comm channel and drowning out a distress call, Blaster inadvertently allows the Decepticons to steal the voltronic galaxer, a device meant to translate any known language. Megatron uses the device to disrupt radio communication over the entire Earth, causing widespread chaos. Guilty, Blaster goes off on his own to stop the Decepticons, getting captured along the way. In the end, Blaster manages to break free and proves his worth by disabling the voltronic galaxer.
Aspects: It Goes Up to 11, Comeback Kid
Also.
Just saying.
When optimus prime and the other autobots get stuck in a Ill-logic super loop caused by the Decipticons new super weapon, it falls to barrage and a few young Autobots to hold off a Decipticon horde long enough for the others to recover. At first the clash of personalities nearly makes this task impossible but eventually they manage to do so through sheer grit and determination. Nearly spent and defeated when a tidal wave of rescuing autobots bursts forth from the Ark, they succeeded at their herculean task and showed the Decepticons what it means to be Autobots
aspects: Brotherhood, I've been in worse scrapes than this
edit: I've got two possible transformations lined up, but just a question. Anything against a tank? It wouldn't have any guns or what not but i'd still be a tank.
Fixed Step One: Background
For years after the start of the war, Dropzone served as a messenger for both sides - a neutral party capable of getting important objects where they needed to go, regardless of the intended recipient. He did not concern himself with the war, instead focusing simply on his given mission. Take package. Deliver package. Repeat. He avoided major battle grounds and cities he knew to be under siege, figuring it was best not to get himself involved in open conflict. His outlook changed when a delivery mission accidentally brought him to a major population center on the day the Decepticons were set to attack it. Having seen the war first hand, he could no longer sit idly by.
Aspects: Duty Before All Else, I Don't See How That's My Problem
Step Two: Spotlight Episode
Deadly Delivery: After the Autobots intercept a Decepticon transmission revealing the construction of a prototype "Anti-Energon Bomb", Dropzone chooses duty over obedience, and disobeys a direct command in order to investigate, and stop, the construction of the dangerous new weapon. Using his speed, cunning, and small size, Dropzone is able to sneak his way into the Decepticon weapons-factory hidden within a human city. Discovering Dropzone's presence, the Decepticons arm the experimental weapon in a last-ditch effort to keep the technology out of Autobot hands. Knowing that the explosive would severely damage the surrounding city, Dropzone grabs the bomb and makes a mad dash for the desert outside of town, managing to get the weapon out to a safe distance before it detonates.
Aspects: Outrun the Blast Wave, Danger Comes in Small Packages
Also, pope, more like:
2. That's the manliest scooter I've ever seen.
(I figure that little section with the middle light lifts up to become his head, the front section with the headlights becomes his chest, the back of the bike folds up and splits to become his arms and legs, and the front wheels relocate to his feet - allowing him to "skate" when needed.)
Linked because its pretty big