"WHO are YOU? ...For that matter, who am I?"
Silverbolt, "Coming of the Fuzors, Part One"
As in any White Wolf game, characters are built on day one of gameplay, no rolling required. Players need only decide certain facts about their character, and make note of them on a character sheet. With a Cybertron character, you have plenty of freedom. You can literally be any age (from 10 million to one day) and from any place (from Earth, to Cybertron, to a foreign galaxy). Your only true limitation is having to conceive a character who fits in with the Chronicle you'll be entering her into.
The following is a walk-through on how to create a character for this compendium. Most of the information will look familiar to White Wolf players; however, those who are not familiar with White Wolf will probably not find all the information they need here. Players are encouraged to learn and understand the White Wolf system before they create a Beast Wars character with this method.
First, decide on an idea for your character. It can be something as simple as "robotic paladin" to something as complex as "I'm a former security chief who lost my home and family to a monstrous invader on a far-off colony, and I've now dedicated my life to tracking him down." Find a way to simplify your concept into a word or two, and jot that on the sheet.
Some very beginning players have a difficult time coming up with an exact concept right away. Those players should simply move on to the nitty-gritty of character construction, and see what kind of concept their creation grows to fit. However, it is more important to have an interesting concept than a set of unfeeling numbers, and a character, no matter what her scores, is only as interesting as what the player invests in her.
As part of concept, there are a few very important things which need to be selected: Beast form, Generation, Nature, Alliance, and Protoform.
A character's beast form is very important to fleshing out his concept. Choose an animal that you find interesting or that fits with your idea of the character. Be specific in the type of animal you choose. For example, "peregrine falcon" is better than just "falcon," and "bird" is much, much too vague.
For the Generation section, specify whether your character is a Cyberorganic Beast, a Fuzor, Transmetal, Transmetal/Fuzor, Transmetal II, or an Optimal. Characters all start out as a Cyberorganic unless they spend background points on their generation, but don't worry about that for now if your concept involves a character who has more than one animal form or who is a robot all of the time.
A character's Nature is how they are inside; what really motivates them. Your Nature is the set of rules you live your life by, and is a result of the way you deal with things life throws at you.
For your Alliance, decide what type of Cybertron your character is. The two most common alliances are Maximal and Predacon, but there is also the possibility of creating independent characters without an alliance. Alliance determines the character's activation code, as well as his general attitude.
A character's protoform may be the same as his alliance, or different. This is what the character's original Protoform is: whether the Protoform originated in the Matrix, the Pit, or has different origins. Ask your Storyteller where your characters are coming from geographically. You might face a limitation in this category if, for example, new characters are primarily generated from all-Maximal stasis pods as in the original series. Typically, however, you can choose whichever type of protoform reflects your character design the most.
A list of Natures and their corresponding descriptions can be found in nearly any White Wolf book on the market (with the exception of Werewolf). In most books, Natures and Demeanors are classified under "Archetypes;" in Changeling, they are called "Legacies." Naturally, some of these work better as Cybertronian Natures than others, but just about any of them can be used.
For the most part, the character's "Demeanor," the face that he shows to the world around him, which can be different from or similar to his Nature, is determined by his beast mode. A butterfly automatically carries a certain connotation; a tiger another. Demeanor is purely an outside trait, and effects roleplay, not gameplay. If players are having a difficult time deciding how to roleplay a character, they may annotate a Demeanor as well as the character's inner Nature.
Attributes are as normal for the White Wolf system. A rating of one is poor, two is average, three is above average, four is excellent, and five is exceptional. Attributes listed below are only those which require alteration from the ordinary.
Strength
Cybertronian strength is almost always greater than human strength. After choosing your Strength rating as compared to other Cybertrons, multiply it by two to find your effective Strength in robot mode. Thus, giving your character a Strength of one is actually giving her a Strength of two, and a Strength of five works out as an effective Strength of ten. Freebie points spend to alter the Strength attribute after initial creation count as one effective point and not one "virtual" point. An example: a player initially gives his character a Strength of two, then multiplies that result by two for his Strength in robot mode: four. With Freebie points, he gives himself another point of Strength, for a total of five. The maximum amount of Strength for a Cybertron in robot mode is ten.
Appearance
Effects how people treat you and interact with you, effects first impressions. Note that Cybertronians definitely have a different definition of what is beautiful: the most captivating Maximal would look positively alien to a normal human, although probably still good-looking in a strange way.
After choosing your initial attributes, decide on your character's attributes in beast mode. This is done by taking the character's Strength, Dexterity, Stamina, and Appearance, and pooling the result into one number. (Use your character's virtual Strength and not his robot mode "doubled" Strength.) Then, redistribute this one number among those four Attributes. Example: In robot mode, a character has a three Strength, a three Dexterity, a four Stamina, and a two Appearance. Those numbers are pooled into a total of twelve. With twelve points to spend, this character can have a new combination for beast mode: Strength of four, a two Dexterity, a two Stamina and a four Appearancetwo Strength, five Dexterity, three Stamina, two Appearancethree Strength, four Dexterity, two Stamina, three Appearance. No Attribute in Beast Mode may have less than one dot; however, it may have more than five.
This redistribution is done before freebie points are spent. Freebie points can then be used to alter the Attributes of one mode or the other, but not both at the same time.
No Mental Attributes are altered in Beast Mode. Alteration of senses, abilities, etc., is covered in the chapter on Mechanisms.
Abilties describe what your character knows and has learned, and what your character can do. The Abilities used on the typical prototype Beast Wars sheet are as follows:
|
TALENTS
Alertness Athletics Brawl Dodge Empathy Expression Intimidation Primal-Urge Subterfuge Streetwise |
SKILLS
Animal Ken Etiquette Firearms Leadership Melee Performance Piloting Stealth Survival Security |
KNOWLEDGES
Computers Demolitions Enigmas History Investigation Matrix Repair Science Procedures Politics |
Abilities as above are normal as for other White Wolf systems save those which are "new" or which require further explanation below. Players may feel free to add their own Abilities from other sources in any category.
Primal-Urge
Measures the character's connection to his beast mode. A Cybertron with a low Primal-Urge rating does not understand his beast form; a Cybertron with a high Primal-Urge rating embraces it.
1 You know for sure you are part beast.
2 You willingly practice the habits of your beast mode.
3 The animal within you is your better half.
4 You have routine animal instincts.
5 You embrace your beast mode completely.
Specialties: (Varies greatly by beast mode), Hunting, Sense of Direction, Instinct, Combat
Animal Ken
Measures the Cybertron's ability to communicate with other animalsboth those of his chosen beast form, and those that are not. A real beast will instantly recognize a Cyberorganic Beast who has no animal ken as "something different" from what it is used to. If the Cybertron does not have animal ken, he does not speak the language of his "own kind" of beast.
1 You can approach some creatures without frightening them instantly.
2 Animals of your own type see you as a possible friend, though still an "outsider."
3 Animals of your own type see you as one of them; you can communicate with them freely.
4 Other animals regard you as a normal beast; you are part of the group.
5 You can speak to creatures of almost any type.
Specialties: Typically the character's own beast mode.
Piloting
Practical replacement for "Drive." Refers to the Cybertron's ability to pilot land vehicles as well as planes or starships with ease. This does not typically refer to his ability to control his own vehicle mode, save at Storyteller's discretion in a very tense situation. If a Cybertron, for any reason, needs to drive an ordinary car, assume his rating in Piloting to be an equal rating in Drive.
1 You can start it up and hit "Autopilot."
2 You can pilot a starship of a simple class or two.
3 Starships of several classes are drivable; unfamiliar classes of ships are not a problem.
4 Not only can you figure out how to fly any ship, you can fly it under duress.
5 You're a Cybertronian Han Solo.
Specialties: 3-D Chase, Tight Maneuvering, any certain class of vehicle
Security
Refers to both the ability to break security systems, and the ability to design them.
1 You can pick a simple lock.
2 You can break or encode an electronic lock.
3 You can design a competent if simple security system, or break into one.
4 You can crack a safe or dismantle a bomb with ease.
5 Sentinel has nothing on you.
Specialties: Escape, Locks, Computer systems, Break-ins
Computers
An interesting knowledge to require purchase of, given that all Cybertrons know how to communicate with their internal computers. This rating refers especially to communicating with unknown computers and hacking into unauthorized data. Though all Cybertrons understand how to talk to their own computer, not all of them can use an outside computer, and not all can program or hack.
1 You can plug into a foreign system and log on.
2 You can plug into a system you have never seen before and understand its workings.
3 Programming your own interface or another's is a simple task.
4 You are an excellent hacker and can bypass most computer security.
5 Any system, any program, any computer, any time.
Specialties: Password Deduction, Encoding, Reprogramming, Designing, AI
History
In most cases, a knowledge of Cybertronian lore: of their wars, travels, colonizations, etc. However, this can vary greatly based on the individual and the setting of the story.
1 You know there was a lot of war on Cybertron.
2 You know who started it and why; you know a few names.
3 You know the names of important people and locations.
4 Your hard drive is a colonization database.
5 You know all the names, all the faces, all the places, and all the events.
Specialties: Colonies, Geography, Military, Human History
Matrix
Cybertronian theology: the Cybertron version of "Occult." Matrix refers to communication with ancient sparks and the Matrix itself. It also refers to knowledge of legends and Cybertron "magic." Matrix can often be rolled instead of Occult or Awareness, depending on the situation.
1 You've dabbled in Matrix lore.
2 You understand your origins.
3 You know something of the power of the Cybertron collective.
4 You know what the legends really say, and what they don't.
5 You've been to the other side and back.
Specialties: Spark Communication, Spark Powers, Legends, Restoring Spark
Repair
Refers to repairing any electronic device; however, also is the Cybertron equivalent of "Medicine," since medical knowledge and repair knowledge are essentially the same to a race of robots.
1 You can patch up battle wounds.
2 You can reattach a Cybertron limb, or fix a small computer.
3 You can fix anything or anyone you need, as long as the patient's spark is working fine.
4 Need a ship? You can build one.
5 You could have saved Dinobot.
Specialties: Data Tracks, Energon Damage, Emergency Repairs, Mechanisms, Drone Building
Science
Refers to sciences not involving repair, such as biology and chemistry. Can also refer to knowledge of earth type medicine, or the science of any foreign planet.
1 You can work a child's chemistry set.
2 You understand scientific textbooks.
3 You have a solid ground of scientific knowledge.
4 You've made up a few theories of your own.
5 You're a scientific master.
Specialties: Biology, Astronomy, Chemistry, Physics, Medicine, Theories
Procedures
Cybertron's knowledge of the various procedures of Cybertron culture. Compare this ability to "Rituals." It may be related to Computers, Matrix, History, Repair, etc. See Chapter Six for a list of Procedures and explanation on how they are used.
1 You know a bit about what do to and when.
2 You can stand in the right spot at a Cybertron funeral.
3 You know what Predacons do versus what Maximals do, and can make an impression on either.
4 You can figure out how to act in plenty of odd situations on the home planet.
5 You know secret ceremonies dating back to the days of Prime.
Specialties: Predacon/Maximal Culture, any given Procedure, Repair, Design, Supernatural
As in other White Wolf games, you cannot begin a character with more than three dots in any given category, save those dots which are added with freebie points.
Decidedly missing from the above list is the Knowledge: Linguistics. The knowledge is logical for interplanetary travelers, but not utilized much on-planet. Characters may add the Linguistics knowledge if they wish to give themselves languages other than their native language, which, basically, is English. However, because languages are so simple for Cybertrons to learn, this is not particularly necessary. See the "Society and Learning" chapter for more information on languages.
Now is the time to decide what your character can actually do. First we begin with the simplest element, that of your character's background. The other character AdvantagesWeapons and Mechanismsare slightly more complex, and are covered in the subsequent chapters.
A character's background is the elements from her past which shape her present. Backgrounds cannot be purchased with experience points after a character is created, but are dictated by the play of the game itself. You have five starting points to spend on Backgrounds.
Allies
People who are loyal to you: one ally for each point you spend on this background. Allies who are part of a character's own unit, of course, do not have to be purchased, unless they are extremely loyal and have known this Cybertron for some time. Spending a large amount of points in this Background can also mean a very important ally, like a general. Most often, Allies are people who have some influence in their geographic area, or political field.
1 One Ally of moderate influence.
2 Two Allies of moderate influence.
3 Three Allies, one of which is well-respected.
4 Four Allies, one of which is very well-known.
5 Five Allies, one of which has a large following.
Computer
The Computer Background, unlike the computer skill, is the rating assigned to the computer that the Cybertron personally owns. Central base computers also have a rating from one to five, as below, but this Background is not purchased for these computers, only a private computer. Many Cybertron citizens do not bother to own their own computers, since the government provides the needed access...however, if the computer is someone else's besides your own, it's public property. See Computer Learning in Chapter Six for more information on how to utilize computer contact.
1 Low-level, wimpy computer: A lap-top.
2 Government-approved computer stored in a Cybertron home.
3 Central base computer: computer on the Axalon.
4 Greatly important computer.
5 Computer at a great base or outpost: Teletran One.
Contacts
Sometimes it isn't what you know, but who. Contacts differ from allies in that they are not always loyal; sometimes they require manipulation. However, contacts are always in a place of advantage. Spend one point in this Background for every Major Contact the character will have, anywhere in the universe. A character who spends points in this Background also has several Minor Contacts; rolling this rating will determine whether or not these Contacts could be...(er...) contacted. Players should develop their Major Contacts as characters, and also be willing to state exactly where the Major and Minor Contacts are located.
1 One Major Contact; a few Minor Contacts in a small location.
2 Two Major Contacts; several Minor Contacts in several areas.
3 Three Major Contacts; Minor Contacts in more than one colony.
4 Four Major Contacts; Minor Contacts with a good geographic spread.
5 Five Major Contacts; Minor Contacts in about every nook and cranny.
Devices
Some Cybertrons, in their journeys, can encounter extremely rare items used during the Great War. Others simply have been protoformed with practical mechanical objects to aid them. Spend points here to start a character with a certain type of device: at lower levels, a useful gizmo, at higher levels, possibly a one-of-a-kind treasure.
1 One Level One Device
2 One Level Two Device, or two Level One Devices.
3 Three Level One Devices, one Level One Device and one Level Two Device, or one Level Three Device
4 One Level Four Device or combination of Devices adding up to four
5 One Level Five Device or combination of Devices adding up to five
Generation
Points spent here are used to alter the starting mode of the Cybertron. A Transformer who spends no points in the Generation background automatically defaults to the standard Cyberorganic Beast.
1 Fuzor
2 Transmetal
3 Transmetal Fuzor
4 Transmetal II
5 Optimal
Mentor
One or more important people who guide the Cybertron. A Mentor can be just about anyone.perhaps a Cybertron's original creator, perhaps a commanding officer from his unit in the army. A powerful mentor may be more than one person (perhaps this character knew the Maximal Elders personally!). Mentors provide guidance, knowledge, and assistance, though there are times they may ask for something in return.
1 A "father-figure" the character can look up to.
2 A parental figure with some rank and influence.
3 A high-ranking mentor with a great deal of respect.
4 A mentor with an amazing store of knowledge and wisdom.
5 A powerful, knowledgeable, ancient mentor, perhaps still alive from the Great War.
Past Spark
Cybertrons believe that, upon a return to the Matrix, all become one. A Cybertron well-tuned to the Matrix may be able to access the data files of earlier sparks. A character's Past Spark may refer to their tuning to the collective mind in general, but more likely consists of one or several special bonds with Cybertron ancestors in the Matrix. A Cybertron with this Background may utilize his ancestor or ancestors' knowledge once per session by rolling this Background at a difficulty of eight. Each success allows him to add one to the dice pool of an Ability or create a dice pool for an Ability he does not have. This effect lasts for only one scene. Botching this roll is very unfortunate, for it may indicate that the Cybertron is possessed by the ancient spark, or is bombarded with information as the entire Matrix contacts him at once.
1 A hazy dream or two, perhaps, of the Great War.
2 You remember a few famous figures as if you actually knew them.
3 A special connection with one particular ancestor, or with a few minor ones.
4 An ancestor speaks to you clearly when you are in need.
5 You understand the concept of "All Are One."
Procedures
How many different Procedures and of what level the Cybertron begins with. Does not effect learning new Procedures, only those which the Cybertron will already know.
1 One Level One Procedure
2 One Level Two Procedure, or two Level One Procedures
3 Three Level One Procedures, one Level One Procedure and one Level Two Procedure, or one Level Three Procedure
4 One Level Four Procedure or combination of Procedures adding up to four
5 One Level Five Procedure or combination of Procedures adding up to five
Pure Design
Stands for a physical resemblance of this character's design to the design of an infamous hero from their respective Protoform background or Alliance. A higher rating of Pure Design will cause some instant respect among certain Cybertrons. However, it may impede a change of alliance, since some groups of Predacons will not abide by a suspected Autobot in their ranks, and vice versa. When choosing a high level of Pure Design, it is recommended to also choose the ancient Cybertron this character resembles. In some situations, the Pure Design rating can be added to the dice pools for social rolls involving other Cybertrons. (Against those of opposite alignment, it may very well be taken away!)
1 Slight resemblance to Autobot or Decepticon ancestry.
2 Better resemblance, possibility of specific resemblance to minor hero.
3 Very familiar countenance, personality, or voice.
4 Practically a screen out of the history files.
5 "Hey...aren't you Optimus Prime?"
Rank
In war, some players are more respected than others. This Background is just how respected. Those who spend no points are assumed to be a normal citizen, or of low rank in an army. (Maximals have different terms than the Predacon terms used below; adjust accordingly.) Cybertrons of high rank enjoy lower difficulties when ordering around subordinates (at least, the loyal ones).
1 Cadet
2 Lieutenant
3 Sub-commander
4 Commander
5 General
Resources
Affluence in terms of amassed wealth, allowance, and other material possessions. Means more on Cybertron than on a war-torn faraway planet, though wealth does sometimes entail an amount of respect. Resources can also include things like ships, homes, and influence. Interestingly enough, Maximals place less emphasis on this factor than Predacons do, as their society is by and large socialist, and the economy is kept as evenly distributed as logically possible. Those Predacons that are poor have next to nothing; the rich Predacons have it all.
1 Small savings: a little land vehicle, a place of your own on the home planet.
2 Middle class: money from a steady line of work, good credit, maybe even a small ship.
3 Savings: good job, nice dwellings.
4 Well-off: lavish home, quick ship.
5 Very wealthy: You own your own galaxy-class starship; you can buy anything you desire.
Size
This Background determines the character's height and weight as positioned on the Size Class scale. A character who spends no points in this Background is of the Normal size class. Other points can purchase extra levels of mass:
1 Deluxe
2 Mega
3 Ultra
4 Super
5 Giga
You will be given twelve points to spend on your character's weapons, and eight points to spend on her Mechanisms. Choose Weapons and Mechanisms that fit your character's concept and current Abilities. When choosing Mechanisms, be sure to only choose those Mechanisms for which you already have the Required Ability or Attribute skill.
Now's the time to add any details you may have forgotten while you were dabbling in numbers. How did your character get involved in her unit? How does she express her alliance? How does she feel about all the other characters?
Record your character's Spark, which is based on Generation; her Willpower, which is based on Protoform; and beginning Energon, which is 10. Your character will always start with a maximum Energon Pool of 10; freebie points can be spent to increase this.
This is also the time that you can use freebie points to purchase additions to the character, such as Merits and Flaws. A complete listing of these is found in Chapter Six. Use freebie points to purchase Merits; use Flaws to gain extra freebie points. There is a limit of seven points that can be gained by adding Flaws to a character, so don't load a character down with Flaws simply to stock up on power in other categories. Use Merits and Flaws more as an avenue for roleplay than as a method of getting power. If none of the Merits or Flaws interest you, skip them completely.
Freebie points can also be used to add extra Weapons, Backgrounds, and Mechanisms. Here is the complete conversion chart for freebie points:
Attributes: 5 per dot
Abilities: 2 per dot
Backgrounds: 1 per dot
Weapons: 1 per weapon point
Mechanisms: 3 per dot
Spark: 2 per dot
Energon:1 per added slot
Willpower: 1 per dot
Extra forms (Optimal only): 5 per added form
Spark powers (Transmetal II): 1 per dot, maximum of Spark rating
Spark powers (Optimal): 2 per dot, maximum of Spark rating
Just to prove that this system actually works, let's run through a brand new charactera beast that has never been on the show before.
Step One: Concept I want someone that will fit well in any situation, and I want a good war character with lots of fighting skills. I'm also pretty sure I want a femme-bot, someone colorful and likable. Definitely sounds more like a Maximal than a Predacon. I decide to make her a scout, and give her a flying beast mode, so, a Maximal bird. I'll choose a cardinal. Granted, usually only male cardinals are red, but I'm bending the rules a bit just to give the character a little flavor. (Besides, protoform and spark decide gender, not beast mode.) I fill in the Beast name, the GenerationI'll stick with Organic, so she'll be able to hide more easilyand the Protoform and Alliance, both Maximal. I'll keep her Class at Normal. I decide on an Investigator Nature for this charactermeaning she is always curious and wants to learn new things. Now I'll give her a name: Redstreak.
Step Two: Attributes Next I'll move down to the Attributes section. For a scout, Perception is the most important, so I'll choose Mental Attributes first. I wanted Charisma, so Social will be second, then Physical. Three dots in Perception for a total of Fourthat's an excellent rating. I'll make the other Mental Attributes three apiece, still not too shabby. For Social I want a three in Charisma and a three in Appearance; that leaves only average Manipulation, but I don't see Redstreak as the manipulative type. Finally, only three points to spend in Physical. I want her to be fast, so I give her a Dexterity of three; Stamina of two. That leaves only one dot in Strength. Not great, but, for a female bird, it makes sense.
Before I move down, I have to decide on Beast Mode Attributes. I have 1 Strength, 3 Dexterity, 2 Stamina, and 3 Appearance: a total of nine points to redistribute. A bird has got to be fast, so I put four of those points in Dexterity. I stick with a 1 Strength, and put two points in each other Attribute. Looks okay.
Finally, on the Attributes section, I put a "x 2" next to her Strength. That's a 2 in Strength, then, which means she's as strong as an average human.
Step Three: Abilities
Moving down. I decide to spend the majority of my points in Skills: the kinds of things a person would learn involved in heavy combat. A point of Survival, a point of Stealth, a point of Security. Two of Leadership, since she would have to work well with others. A point of Piloting and a point of Animal Ken. Three points each in Melee and Firearms. This is a working woman.
Talents next. Two Alertnessa scout has to have thisand three Athletics (that's important later). A point of Brawl and a point of Dodge. A point of Primal-Urge, and a point of Streetwise. For Knowledges, I have only five points to spend. Yuck. I want to spread them out, if I can, so I put one each in Computers, Investigation, History, Repair, and Procedures.
Step Four: Advantages
I have five Background points to spend. Since I want Redstreak to be important in an active unit, I'll spend three of them on Rank. As for the rest...I know there used to be an Autobot named "Bluestreak," so I'll shove those last two points into Pure Design just to keep the Gen-One Purists guessing.
Twelve points of weaponry seem like a lot, but they usually go fast. Start with the obvious, and give her claws in bird mode. That's two points. Now, robot mode. I want at least one Melee weapon and one Firearms weapon, and more of the latter, if I can afford it. I'll spend five of my points on the Paired Swords option, because they look so nice shaped like feathers. Now, to give my character an edge, not to mention fitting her name, I'll choose a flame thrower. I decide to shoulder-mount the weapon, so I note that it is Attached. Already, all my weapon points are gone.
I can spend eight points on new Mechanisms. I want to make sure Redstreak has wings in both of her modes, so I spend three of these points on Flight. (That's why purchasing a three in Athletics was so important.) I'll mix the rest up. She needs a Radio, because she's in an army. I also decide to give her a point of Speedgreat news; now I can give her bird mode an extra Dexterity point, for a total of five. The next Mechanism is a bit tricky, but I want to make sure my scout can hide easily from enemies, so I give her the Demolecularize Mechanism to allow her to shrink to the size of an "ordinary" bird. She just barely has the Stamina to cover it. I have only one Mechanism point left, so I decide that Tracking 1Scanning for active alliesis useful.
Step Five: Metal Made Flesh
I have three starting Willpower, three starting Spark, and ten starting Energon. I decide on the all-important Spark Location: the usual female location, at the center of the chest.
Now I can decide if I want to give Redstreak any Merits or Flaws. I decide on a simple Merit for one extra Freebie point: Intolerance. Redstreak simply can't abide by insects of any type. A strange hatred, but an appropriate one to work into a Maximal character. Perhaps her unit was once ambushed on a routine missionby a group of Insecticons.
That gives me a total of sixteen points to dish out. First of all, I'm dismayed that I haven't given my scout any vision-related Mechanisms. I decide to correct the problem by giving her two points of Spectrum vision. The problem is, I only have one point of Investigation, and I need two of those, too. I spend a total of eight points; two for the extra Investigation point, and six for the two dots of Spectrum vision. Now I have eight more to spend. I decide that a flame thrower is a poor distance weapon, and purchase a pair of lasers, also attached, one to each hand, at a cost of two points apiece. I sink two points into Energon, and two points to give Redstreak one additional point of permanent Spark. Done.
Well, mostly done. I have a good idea of this character's background and what she can do, but it remains to be seen how well she will fit into the current Chronicle. I'll write out a more detailed history of the character, and make a sketch. She's sure to see a lot more development as she's played.
If you want, compare these notes to the final version of Redstreak, which will open in a new browser window.
To take another look at the process, let's put together a different characterthis time, a familiar face. Here's a quick-and-easy character-generation, a sample of how the Beast Wars regulars were initially generated with this system.
Step One: Concept
I'm taking a look at the Merits and Flaws section, and I see one that interests me a lot: the "Indestructible Spark of Starscream" Merit. It looks like a tough call, but I think maybe I can pull it off. As a Character Concept, I'm thinking along the lines of an insane criminal type...perhaps someone who realizes his terrible origins as a clone of one of Cybertron's Most Hated, and while he pities himself about it, revels in it as well. Since he'll be a clone of Starscream, let's give him a designation instead of a name: Protoform X. But, since we're being personable about it, we'll give him a name, too: Rampage.
No problem. Rampage was a Maximal experiment, so he's a Maximal protoform. However, he's way too violent to stay with the peace-loving race, so his alliance is with the Predacons. His nature is Monster. His beast mode is that of a king crab. And he has a vehicle modea tankwhich means that he's a Transmetal. This is all pretty easy when you're sure of what you're doing.
Step Two: Attributes
Rampage is all about just that: causing physical mayhem. So I'm going to put the majority of his points in Physical Attributes. Optimus Primal described him as "brilliant," so I'd better go with Mental next. That leaves only three points for Social, but that's fine by me, since Rampage doesn't have a lot of time to attend parties while he's looking for colonies to destroy.
Rampage's best category is Stamina. He keeps going and going and going. I put three points there for a total of four. Rampage is huge, so I'll put three in Strength, also. That leaves him with a total Dexterity of two, which is only average, but he's not particularly quick. For Mental, I'll put two dots in Perception, and two in Intelligence. Above-average in both categories there, and a point left over for Wits. For Social, I'll put two points in Manipulation, and one in Appearance. That leaves him with an abysmal Charisma, but he's not the type for making fast friends.
Now for the Beast Mode. I reorganize all my Physical dots, plus Appearance. Twelve dots altogether. I'll sink most of them into Strength, giving the crab mode a Strength of six. Rampage's Stamina will be the same in both modes. That leaves him with a beast mode Dexterity of one and Appearance of one. I agree with these ratings, since a six-legged crab-tank is hard to maneuver, and not particularly cute.
Finally, I go ahead and jot down the "tank" vehicle mode. I place his Spark, which is on the left side of his chest (my right). Then I go back and write the "x2" next to his Strength rating. His robot mode Strength is now 8.
Step Three: Abilities
I'll go ahead and put most of my stock in Talents, followed by Skills and Knowledges. A point in Alertness; a point in Athletics; a point in Dodge; a point in Subterfuge. Two points for Brawling, two for Primal-Urge. It seems like an odd move, but Rampage is definitely interested in shared emotions (fear, pain...), so I give him two points of Empathy. Finally, I sink three points into Intimidation, because he freaks me totally out.
I remember Rampage being capable of some fancy Melee combat, so I'll give him two points in that. Three points in Firearms, since a missle-launcher is his weapon of choice. Finally, two points in Stealth (it's hard to find a place for him to hide, but he manages to pull it off), and two in Survival.
Five points don't feel like enough for the Knowledge section, but they will do. A point in History; a point of Computers. One in Investigation; one in Enigmas; one in Matrix.
Step Four: Advantages
First-off, Backgrounds. I need to sink two points into Generation, since Rampage is a Transmetal. Rampage is also enormous: Ultra-class, so I'll put my other three points into the Size background.
Next is Weapons: the fun stuff. Rampage has a hand-held missile launcher, which costs five points. It also shoots plasma bursts. I can put both these functions on the same gun, so I dothere goes another four weapon points. I wouldn't want to forget the pinchers he has in his beast mode: three points for that. Twelve weapon points go pretty fast when you're making a heavy-hitter. Actually, I'm not done with weapons, but I have to quit for now.
Mechanism time, and all I can think about is armor. I'll give him a total of four points worth; it's one of the easiest purchases. Two of those will be general, all-over armor, but I'll specify on a different line for another two points. This armor is on his back; it's his shell in crab mode, and his claws in robot mode, either way, protected from a surprise attack.
It'd be a shame to put all those points in Empathy without giving him a little Mimicry, so I'll give him Mimicry 1, photographic memory. Good for tormenting old enemies. He hangs out underwater a lot, so I'd better not forget the Naturistics Mechanism. Most Cybertrons have a Radio, so I'll give him a dot of that, as well. He has the Primal-Urge to cover it. Finally, a point in Magnetism, so he can crawl down the rocks in crab mode. I have only one dot of Computer skill, but it's all I need.
Step Five: Metal Made Flesh
Ten points of Energon. Three Spark for a Transmetal; three Willpower for a Maximal protoform. And now I have fifteen freebie points to spend.
Well, not quite. Those points were sunk the minute I started, since every single one goes into purchasing Rampage's special Merit: Indestructible Spark of Starscream. Easy come, easy go. According to the text of this Merit, I have to choose a Derangement, so I doSadism. I'm glad to have it, since it fits with the concept.
I have to get a few Freebie points from somewhere, so I'd better pile on a few more Flaws. Here's one that looks interesting for a criminal type: Hunted. I guess that means I'll have to design the hunter, too. I'm thinking maybe manta ray, but let's leave that for another time. I'll also choose a Supernatural flaw: Emotional Vampire. Fear is the target emotion, and I'm thinking that now I've done enough to this character to drive him completely over the edge.
I took a lot of Flaws, but I can only use seven points to add on to the character. First-off, there's a weapon point I forgot; his gun is attached to his vehicle mode. That's taken care of in the Firearms listings. It's going to cost me two points.
Rampage is all about causing fear, so I'll sink two more points and give him a total of four in Intimidation. That allows me to choose a specialty, so I write "Soft voice." ("Is that fear you're feeling, Maximal...?") While I'm handing out specialties, I'll give them out up top, too. Stamina specialty: Survival, and Strength specialty: Grapple. He likes to keep an opponent in his grasp for as long as possible. I'm going to give him another point of Enigmas, too. Finally, since clones are bound to have echoing voices and old lives, I'll give him a point of the "Past Spark" Background.
Now I'm done. I make note of his weapons on the combat chart, and jot down his armor. I can spend time thinking of ways to flesh out the character even further while he's devouring humans on Colony Omicron.
For reference, take a look at Rampage's entire sheet in a new browser window. Be warned: it contains series spoilers.