A computerized mind can be an open slate to downloading and hacking programs; therefore, Cybertrons have devised methods which allow them to encode and protect their most important files.
1 Cybertron has advanced encoding information which allows her to prevent hackers from accessing several of her internal data files. A Cybertron with this basic level of coding ability can also use security procedures to guard information: for example, only allowing Cybertrons of his unit access to classified information. Cybertron must be willing to state which files are coded, as all files must be decoded before use and to encode normally accessed files would be a waste of time and resource.
Foes wishing to decode the Cybertron's encoded files must roll Intelligence plus Enigmas (typically, a difficulty of 8) and score a number of successes equal to the encoder's Intelligence. This roll may be reattempted (at +1 difficulty), but, if botched, the information will not be decoded and is worthless.
2 Cybertron can encode even basic information about herself, such as alliance and common energy signature, to confuse the scanners of others. She cannot use this type of Encoding to alter her frequency to that of another Cybertron, only scramble her frequency so that it will not be easily detected. Expend one Energon and roll Manipulation plus Stealth, difficulty 8, to use this ability. The amount of successes equals the permeability of the temporary jamming code. This encoding can only last for one scene before it must be reactivated. It confuses Cybertron scanners of all types and Alliances equally, and nullifies radio communication even within the Cybertron's unit. Therefore, it is not often used in an organized army.
3 At this level, a Cybertron has put walls around her own information to prevent unwanted download. Any Cybertron attempting to hack into her own personal system is subject to becoming lost in a subroutine: another part of the memory where challenges will be offered, etc, for the information. These subroutines and security procedures vary greatly and are usually fatal or damaging to the hacker. A subroutine can offer a very interesting avenue for role-play. When taking this Mechanism, design your character's subroutine with great care.
The subroutine will still function if the character's mind is attempted to be accessed through means other than direct download, including Spark Telepathy. Occasionally, subroutines are also attached to the files on the Cybertron's personal computer.
4 Cybertron can remotely encode the files of others, temporarily confusing her target. To use this ability, the Cybertron must choose a target which is already distracted in some mannerperhaps engaged in combat with another foe. After choosing a target and spending one Energon, she rolls Manipulation plus Empathy, with a difficulty of the target's Willpower. The target may spend Willpower points to resist the attack, but only if he realizes what is being done. If he does not realize it, the attacker can remotely alter files which are part of his memory, causing them to be garbled and indistinct (though not usually changed in any specific way save on an exemplary roll). This ability has sometimes been accessed to alter the activation codes of newly Protoformed Cybertrons, causing them to mistake their true alliance. This ability may also be used on organic targets, but at a base difficulty of 8higher difficulties for the very strong-willed.
This ability can also be used to garble the information in an enemy's computer, but only one file at a time. To use this ability, roll Wits plus Security, and expend one Energon. The target file is now encoded with the Cybertron's own special code, although the target information is not retrieved in this manner. This ability can be used with remote computer access, at a difficulty of 9, but is much simpler to use when plugged directly into the system (difficulty 6). The number of successes on the roll effects how difficult the coded file is to decipher.
5 Cybertrons with this much skill in encoding can garble information the very instant it is passed on. Information they have uttered only cycles ago can without warning vanish from a target's mind; messages from one Cybertron to another can sound like gibberish to all others collected in the area. Roll Wits plus Subterfuge to instantly garble information; expend one Energon for each target for which information is to be denied. This ability is best-used to confuse a target into non-action. If an Encoding roll of this caliber is successful, next to nothing can retrieve the information the Cybertron plans to hide.
Type: Software
Required Ability: Security
Frequency: Common at 1-2, Rare at 3-5
Upon realizing that their greatest strength is also their greatest weakness, Cybertrons developed ways to protect themselves from energon damage. With greater development, shields made of pure energy were used to deflect physical harm as well as energon.
1 Cybertron enjoys slight energon resistance benefits. Transmetals with this level of shielding do not need to roll soak for energon every third round of exposureconsider it soaked automaticallyand can carry small energon weapons without Spark penalty. Cyberorganic Beasts with this level of shielding can soak damage from raw energon every third round of exposure.
2 At this level, Transmetals avoid soak every other round, and Cyberorganics may soak every other round. Larger weapons such as energon sabers may now be carried by Transmetals (though in this case, they must still take the -1 to Spark penalty). Also, a Cybertron at this level can sense Energon in any given area no matter his mode. With a roll of Wits plus Alertness, he can also sense of what type and at what concentration.
3 Cybertron can raise shields which will protect him completely from the effects of raw energon in the area, even in areas of high concentration. Activating these shields requires a roll of Wits plus Survival, with the number of successes indicating the number of rounds he is so protected. Activating these shields requires one point Energon. These shields may be reactivated when they fail so long as the Cybertron has enough internal Energon to replenish them. When a character's field dampeners are activated, electromagnetic pulses have no effect on him.
4 A Cybertron with this type of shielding can use his own internal energon to create a physical forcefield. This field is energy-tight, meaning that no energon radiation or energy-based projectiles can pass through the shield. Also, supernatural attacks will be stopped by this shield. However, the shield does not exist to ordinary solid objects, which pass through it without difficulty. Roll Manipulation plus Matrix to raise this shield, with the number of successes equaling the initial number of rounds the shield will remain active. The difficulty of the roll is based on the size of the shielda difficulty 6 shield might protect a single character from the front; a difficulty 10 roll would be needed to shield an entire army. It costs a single point of Energon to raise this shield initiallyafter its normal duration has passed, the character that raised it may spend one additional Energon to keep it active another round, as long as he is taking no other action during that round. Electromagnetic pulses do not penetrate this shield.
5 Cybertron can divert power from an energon source, effectively nullifying its damaging properties and restoring his own fuel. Roll Wits plus Procedures, with the number of successes equal to the amount of Energon the character regains. Use of this ability drains no Energon, save on a botch, where a single Energon is drained. The raw energon that was effected by this ability is now stabilized. Energon shielding this advanced can nullify energon explosions, also, the force shield as Energon Shielding 4 can be solidified so that no objectordinary projectiles, living creatures, even aircan pass through it.
Type: Special
Required Ability: Survival
Frequency: Common at 1-3, Rare at 4-5
Though flight was at one time unique to Decepticons, now all types of Cybertrons enjoy its benefits. Abilities related to flight are not cumulative. Flight can only usually be purchased during character creation; altering a character's flight mode during gameplay would require extensive rebuilding and is usually only attempted if the character selects a new beast form or changes Generation.
"Maneuverability" ratings specified below regard actions like dodging, etc. Use the character's regular Dexterity for other acts which take place during flightmainly, shootingkeeping in mind possible increased difficulties regarding air speed, etc.
1 Character has a "glide mode," low-altitude flight. This mode can only be accessed in one of the Cybertron's forms, typically his beast mode. His maneuverability is equal to his Dexterity in this mode. Gliding panels have three health levels each (Okay, Wounded -2, Destroyed) unless designated as shields.
OR
Character has helicopter-style fight, accessible in only one mode (typically robot mode, or vehicle mode for a Transmetal). This allows flight up to median altitudes, but poor maneuverability: halve the character's Dexterity in the air (here and for all Flight Mechanisms, round up after dividing). Propeller blades typically number four and have two health levels apiece (Okay and Destroyed). If targeted successfully by an armed opponent, helicopter blades have no soak roll.
2 Cybertron has jet engines, which are accessible in only in robot mode. He can fly to median altitudes with a maneuverability equal to his current Dexterity. Transmetals who spend this amount on Flight can at their own choosing instead affix these engines to their beast modes to create a "flying beast" vehicle mode. Jet engines are assumed to have two health levels apiece (as propeller blades), and are typically two in number. A Cybertron can still fly with only one engine, but at half maneuverability. Jet engines drain Energon at a rate of one point per megacycle of air time. (Do not drain Energon for short flights.)
OR
Cybertron has a beast mode which is a winged creature. This allows for true winged flight, as Flight 3, but is only accessible in beast mode. Maneuverability is equal to the character's beast mode Dexterity.
3 Winged flight. Cybertron has a beast mode with wingsbird, insect, bat, flying dinosaur, fuzor combination, etc. These wings allow flight to median altitudes and are accessible in both beast and robot modes. For one mode, air maneuverability is equal to the character's current Dexterity-in any other mode, it is halved. Choose which mode has the Dexterity bonus when choosing this Mechanism. Wings are assumed to have three health levels each (as glide panels) unless designated as shields. A Cybertron requires two wings to flyone damaged wing will ground him. Winged flight expends no Energon.
OR
Cybertron can affix jet engines as in Flight 2 to one other mode. Halve the Dexterity to find the Maneuverability for this mode.
4 Cybertron has both wings and rockets, which are accessible in all modes. Flight 4 must also be purchased for Optimal Cybertrons who plan to have an odd amount of wings (greater than two).
5 Space flight. Cybertron can break through the atmospheric barrier allowing space travel at any distance: planet to planet, star to star, provided he has enough Energon to make this trip. Rocket engines drain Energon at a rate of one point per megacycle. At levels within atmosphere, count these rocket engines as the jet engines in Flight 2. Rocket engines are accessible in only one mode, typically vehicle mode.
Type: Hardware
Required Ability: Athletics
Frequency: Common at 1-4, Rare at 5
The Focus Mechanism refers to a character's ability to convert sheer force of will into energon. Focus can be reused to fuel the frame, but is typically applied to attached weapons. Focus is only used on attached or internal energy-based weapons; it is impossible to power a hand-held weapon through sheer force of will, and impossible to make a standard bullet any more powerful than it already is. Focus rating refers to how many damage dice a character can add to a weapon per point of Energon spent. When choosing Focus as a Mechanism, choose to which weapon the Focus applies. It may only apply to a single weapon unless Focus is purchased twice.
1 Cybertron can use Willpower to add to his fuel, but only if he is doing nothing but concentrating. The Cybertron must meditate for one cycle for each Willpower he plans to convert, then roll Wits plus Matrix, difficulty 6. The total number of successes is the amount of temporary Willpower which is converted into Energon. This Cybertron can also use his Focus to add one die of damage to his attached Focus weapon by spending a single point of Energon during his attack.
2 Cybertron can spend Energon for extra damage dice as above, with no limit to spending, on his Focus weapon. In addition, he can add an extra die to any one roll involving Physical Attributes by spending a point of Energon. This second ability can only be accessed once per day.
3 The Cybertron can now score automatic successes on energy damage with no limitations. Spend one point of Willpower for each automatic success desired on the damage roll. As an alternative, power the weapon with internal Energon to gain two extra damage dice per Energon spent. (Both methods cannot be applied simultaneously.)
4 Cybertron can now use Willpower to replenish his bodily energy. This ability can only be accessed if the Cybertron's Spark is about to be extinguished due to lack of energy, and is typically a last-ditch effort to regain power until a battle is won or until help arrives. If the Cybertron is in critical health and his Spark has fallen to one, he may roll Stamina plus Matrix at difficulty 6. For a number of rounds equal to the Cybertron's successes, he ignores all wound penalties, takes no damage from local energon sources, takes aggravated damage as normal damage, and ignores all critical systems failures. He is +2 to all attack rolls, and +2 to all soak rolls. After these rounds of near-invulnerability have passed, he loses all Willpower, and will lose his final point of Spark in a number of rounds equal to ten minus his rounds of invulnerability.
5 Cybertron gains three damage dice per point of Energon spent on his Focus weapon, with no limit to spending. Contrarily, he can use Willpower for two extra damage successes per point of Willpower spent. A Cybertron with this amount of concentration can also use his internal Energon to increase his Physical Attributes temporarily, on a one-for-one basis. The effect wears off after the end of the scene.
Type: Software
Required Ability: Leadership
Frequency: Common at 1-3, Rare at 4-5
Holograms are used for a variety of reasons; trickery, disguise, espionage, or even entertainment.
1 Cybertron can record short video clips into his memory and play them back either for the benefit of his own optics or on a computer screen through direct computer link-up or disk/chip transfer. Only one video clip at a time can be stored in such a fashion. Video clips do not include audio, which must be purchased as a separate mechanism.
2 Cybertron can project still pictures onto blank air, as a 3-D slide show. These "slides" have no solid form and are not capable of producing movement or sound. He can also transfer visual images over radio signal, if he has purchased the radio.
3 Cybertron can project three-dimensional movies of events he has already witnessed and recorded. At this level, the character is capable of recording up to three such scenes. Moving scenes are radio-transferable.
4 Cybertron can create any three-dimensional visual illusion of his own design, which is capable of movement. The illusion can be no larger than the Cybertron himself. This ability is most useful for disguising the Cybertron as a different type of animal or as a common object as it can be layered on top of the Cybertron as a cloak as well as in a different location altogether. The illusion costs one Energon for each scene it remains in existence, and requires a roll of Intelligence plus Subterfuge to raise, with the difficulty of the roll representing the difficulty of the duplication and the number of successes indicating the illusion's permeability or lack thereof. (If the illusion is extended for more than one scene, make this roll only once.) Imagery difficulty is based on the target. To create an illusion of a common object or any random-looking animal or human being would be standard difficulty; to reproduce someone exactly whom the character had recorded to video file would be difficulty 7; to reproduce someone the character had met only once would be difficulty 10. The illusion can speak, but only in the voice of the Cybertron who is creating it (unless Mimicry is applied).
5 Cybertron has internal cameras capable of producing holograms of any size. These illusions are stable and solid but are the exact same for all who witness them. They are capable of movement. In this manner whole cities of people could be created, or illusions of any size. These illusions are also capable of speaking in the Cybertron's own voice. Spend three Energon for a hologram that stretches from horizon to horizon; intermediate amounts for smaller illusions. This hologram lasts the duration of one scene, but may be prolonged indefinitely by expenditure of one point Energon per extra scene. The illusion requires an Intelligence plus Subterfuge roll to raise as in Holographic Imagery 4, with the difficulty equal to the complexity of the illusion the Cybertron is trying to create.
Type: Software
Required Ability: Expression (Artistic Expression acceptable/preferred)
Frequency: Common at 1, Rare at 2-5
Cybertrons with this Mechanism can manipulate magnetic and pseudo-magnetic forces.
1 Cybertron has a beast mode which is an insect, spider, etc., and, in beast mode, can cling to any surface. (This is true even if the surface is not metallic!)
2 Cybertrons with this level of magnetism can cling to any surface as above in any mode. This ability can be used regardless of the beast mode of the character.
3 Cybertron can emit a magnetic pulse which will disable all complex machines in the area. This pulse will cause any complex machinehousehold appliances, computers, even other Cybertrons, to "turn off." When the effect is used, the only active machine in a fifty-foot area will be the Cybertron who used the effect, who is immune to his own magnetic frequency. Spend one Energon and roll Manipulation plus Repair to use this ability, with the number of successes equal to the number of rounds that the machines cease to function. Other Cybertrons can spend a Willpower point to counter the effect of this power, but only after one round of inactivity has passed. This ability does not damage a Cybertron frame in any way, and no health is lost for targets it effects.
4 The magnetic pulse the Cybertron creates at this level is much more powerful, and can cause even simple machines, like knives and levers, to cease functioning. In addition, the Cybertron can use the frequency to control simple machines, such as levers, pulleys, locks, etc. Roll Manipulation plus Repair to use this ability, and spend one Energon. This Cybertron can also use Magnetism to attract small metal objects from distant locations, though nothing at more than a few feet of distance, and nothing so large as another Cybertron. No complex machines can be manipulated in this fashion.
5 The most powerful type of magnetic pulse can control any type of machine, including the body of another Cybertron. Roll Manipulation plus Repair for an ordinary complex machine, such as an automobile, Manipulation plus Computers for a computer interface, or Manipulation plus Matrix to control another Cybertron. Controlling a complex machine requires an upfront expenditure of two Energon. If another Cybertron should happen to be the target of this ability, he can spend Willpower to resist it, but only if he realizes the nature of the attack. If this Cybertron should indeed fall under the other character's control, his actions are dictated by the character who masters him, but his thoughts and feelings are not. This control lasts for one scene, but may be prolonged with the expenditure of one Energon per extra scene.
The difficulty for this ability is lessened by 2 if the Cybertron has direct contact with the machine he is trying to manipulate, and decreased by 4 if he is somehow "plugged in" to this machine.
Magnetism of this caliber is well-combined with an Energon Shielding Mechanism (4 or 5) to create magnetic force-fields, which are capable of pulling other Cybertrons into a targeting range.
Type: Software
Required Ability: Computers
Frequency: Common at 1-2, Rare at 3-5
Cybertrons have developed several Mechanisms which allow for the easy transfer (or alteration of) audio information.
1 Cybertron has excellent memory circuits that allow him to repeat back specific scenes in good detail and recall specific events without fail.
2 Cybertron has a "record and play back" function in regard to audio, where he may store any statement made into his memory, and play it back exactly, word for word, in the voice in which it was spoken. This is an actual recording including background noise, etc, and does not actually use the Cybertron's personal vocal apparatus, but a different, internal recording device. This ability is limited to short statements, transmissions, or conversations, and only one such quantity can be stored at a time.
3 Cybertron can alter his vocal apparatus to imitate the distinct voice of another. This must be a person whom the Cybertron has heard speak many times and whose voice patterns he is familiar with. Expenditure of one point Energon and a roll of Wits plus Subterfuge are required to activate this ability, with the number of successes indicating the exactity of the duplication. The mimicry lasts for the duration of the scene.
4 At this level, the recording ability of the Cybertron is extended to record longer scenes and store greater amounts of data. Many short transmissions, one very long conversation, or the like, can be stored and played back at a later date. With the expenditure of one point of energon and a Wits plus Subterfuge/Performance roll, conversations can also be altered and edited at the Cybertron's whim, producing fascinating and difficult to detect forgeries that do not emanate from the Cybertron's main vocal apparatus. For single vocal mimicry as Mimicry 3, they can now throw the mimicked voice to a location up to twenty yards away.
5 These Cybertrons have a much simpler time mimicking specific voices and can get a grip on the vocal patterns of people they have heard speak only a few times. In addition, they can at the expenditure of one point Energon per voice mimic any group of voices as Mimicry 3, and can throw these voices to any location.
Type: Software
Required Ability: Empathy
Frequency: Common at 1-2, Rare at 3-5
Though the citizens of Cybertron are robots, nature is not a foreign element to them, and some are extremely in tune with its workings.
1 Cybertron has chosen a beast mode which is an underwater creature, and is therefore comfortable under water and near the sea. Cybertron suffers no Dexterity penalties underwater.
2 Cybertron is in tune with the natural rhythms of the earth beneath him. He can use his weight and natural power to generate small quakes. Roll Strength plus Brawl to strike at the earth. (In some cases, other weapons such as a bashing melee weapon or a missile can be used.) The magnitude of the resulting quake is equal to the number of successes the Cybertron scores: one success is a small tremorfive or more can put cracks in the earth. The difficulty of this roll is increased if the Cybertron is indoors and increased further if he is far from the earth, as on the second floor of a building. Tremors near water can also be used to create small tidal waves. Also, a tremor in a mountainous area may cause a rockslide, which will effect everyone in the area save the one who summoned it.
3 This character understands currents, both underwater and in the air. He can use this ability to decrease the likelihood that projectiles will damage him. Spend one Energon to activate this ability, then roll Wits plus Survival. The successes gained in this roll are converted to an equal number of automatic successes on all Dodge rolls for the remainder of the current combat, and often visible winds or waves. Summoning currents for this purpose uses up one round of battle.
4 Cybertron can harness the natural energies around him. This ability is typically most useful in situations where there is a high amount of electrical energy in the air, such as during a lightning storm. This ability can be accessed one of two ways. The Cybertron can use the jolt of energy to charge his own batteries, meaning that absorbing an amount of lightning during a thunderstorm could recharge him to full-capacity Energon. Roll Stamina plus Survival to access this ability, at standard difficulty, with the number of successes equaling the amount of Energon replenished. Or, he can use himself as a conduit for lightning, drawing the energy through himself and outward at any target. Lightning typically does ten dice of damage to all targetsroll Dexterity plus Matrix to hit with the bolt. Harnessing lightning for this purpose costs one Energon per bolt as energy is rushed through the body. A Cybertron can harness electrical energies without the aid of a storm, but the difficulty for this roll is a ten.
5 Cybertron can summon storms of any type, including thunderclouds, blizzards, fogs, and tornadoes. This ability costs Energon depending on the strength of the stormup to five Energon for very large and violent storms, only one for small rains. Roll Manipulation plus Primal-Urge to summon the storm, Wits plus Matrix to control it.
Type: Special
Required Ability: Primal-Urge
Frequency: Common at 1-2, Rare at 3-5
All Cybertrons have an internal radio which is capable of communicating with members of their own unit over short geographical distances. However, more powerful radios opened up can also pass along coordinates, wordless signals, and communicate over limitless spans. Additional information, such as video, may be sent by remote if Mechanisms are purchased for this reason.
1 Cybertron has an internal radio unit which allows him to communicate with other Cybertrons on a single frequency. There is a standard Maximal frequency and a Predacon frequency, as well as many other private circuits. Unlike the standard equipment radio, this radio has no limits regarding distance, and it can allow the Cybertron to communicate with any members of his current alliance. However, it will not respond in situations where frequencies are being intercepted and jammed, and is interfered with by high levels of raw energon.
2 Cybertron can "force" his radio signal upon other Cybertrons, even those who do not share his frequency. The communication will be audible to all who are near the target of this ability; it is not "telepathy," but a simple radio communication opened to an otherwise unknown channel. Unlike the above, it will only work at short distances, and costs one Energon for every mile past the first that the channel is opened up. This can only be used to communicate with nearby Cybertrons; it does not effect standard radios, nor can it (for obvious reasons) be used on organic targets.
3 Cybertron can easily understand electronic messages, even those with no sound base. A character with this type of radio can listen to phone conversations through wires, satellite transmissions, or radio transmissions not on his frequency. Roll Perception plus Enigmas at difficulty 6 and expend one point of Energon to use this ability, which lasts for the duration of the scene.
4 Cybertron can output a random radio frequency of immense volume, loud enough to distract all others in the room and even scramble some Cybertron circuitry temporarily. Expend one Energon and roll Charisma plus Performance (difficulty 6) to begin the sonic assault. All others present, Cybertron and organic alike, must make resisted Willpower rolls, gaining more successes than the Cybertron with the radio transmitter. Those who manage to gain these successes feel no adverse effects other than ringing ears; the rest are at a -2 to all dice pools for the remainder of the scene, and are partially deafened. Anyone who botches the resisted roll becomes completely deafened, a quivering mass who can do nothing but cover his ears for the rest of the scene.
5 Cybertron can now create an audio signal at any frequency. He can use this ability to intercept conversations on any frequency, or communicate with others through satellite transmissions or wires. When communicating on a frequency, roll Intelligence plus Security to send the transmission, variable difficulty, with the number of successes suggesting the clarity of the message. When jamming a frequency, roll Wits plus Security, difficulty depending on the difficulty of the jam itself.
Type: Software
Required Ability: Enigmas
Frequency: Common at 1-3 (Very Common at 1), Rare at 4-5
Cybertron has a physical shield which is part of his external structure. This is different from armor plating because shields can absorb a lot more damage, and will typically direct all damage from the Cybertron's main frame. When designating a shield, decide how the shield is carried and where it is typically located. Wings and fins are popular shieldswhen a wing has been designated as a shield, it has as many health levels as below as opposed to the default three. For any shield listed below, Cybertron must roll Dexterity plus Alertness to activate the shield. If the roll is successful (only one success is needed), the shield is assumed to deflect the incoming fire. The shield then has a soak roll as designated below to nullify some damage. The difficulty for a shield to soak is only 3: a roll of 2 means no soak, and a "botch" removes a success. Shields have a certain number of health levels; after they take this much damage, they are destroyed. Shields can be repaired once destroyed, but not usually during combat. Shields can soak energon-based (sustained-pulse) damage even if held by a Cyberorganic Beast or Fuzor, but cannot protect a Cybertron from area energon radiation.
Using a shield counts as a dodge; therefore, an extra action must be spent for a character to attack the same turn he raises his shield. Shields can only be used in robot mode.
1 Small shield: can deflect energy weapons or thrown weapons. Has three health levels (Functional, Damaged, and Destroyed). This shield has a soak roll of three.
2 Larger shield as above. Four health levels: Functional, Damaged, Ruined, Destroyed. Soak roll of five. Shields of this size are still primarily for deflection and not for full body coverage.
3 Giant shieldallows for coverage of approximately one quarter of the body. May be of some help in explosions. Four health levels as Shield 3soak roll of six.
4 Wraparound shield. Shields with this much coverage are often wings or fins. Six health levels: Functional, Damaged, Crippled, Ruined, Scrapped, Destroyed. Soak roll of seven. If a wing is designated as this type of shield, and it is "Destroyed" in combat, it is Storyteller's discretion whether or not it can still be used in flight.
5 Full body shield. Shields of this size may be an encumbrance, but are excellent deflectors and good at nullifying explosions. These shields may even be able to provide coverage for several Cybertrons at once. Six health levels as Shield 4soak roll of ten.
Type: Separate if hand-held shield; Hardware if attached shield. (Hand-held shields are a snap to fashion, but may be dropped in combat. Attached shields cannot be dropped.)
Required Attribute: Strength (allotted, not x2 effective)
Frequency: Common
Cybertrons with Spectrum Vision can see different waves of light, allowing for increased visual abilities.
1 Ultraviolet: Character can enhance the output of any available light, increasing the brightness in the room slightly, mimicking the nightvision of a cat. This ability is dependent on the existence of available light, and works poorly underground. Perception rolls may be necessary in locating objects if it is still very dark.
2 Infrared: character can activate "Infrared Mode," allowing him to see sources of heat. A character with infrared scanners can see heat patterns regardless of the light in the room: the hotter the object, the warmer the color. Anomalies in heat output can also serve well to tell if a creature is a biological animal or a Robot in Disguise. Because objects appear only as vague blotches in this mode, spotting any specific target requires a roll of Perception plus Alertness.
3 Cybertron has a scanner which can view energy patterns, particularly signatures left by energon. He will automatically be able to tell whether there is energon in any given area simply by activating this level of sight. Energon-charged beingsother Cybertronswill leave a faint trail, which may be tracked by a roll of Perception plus Investigation. Failing this roll indicates that such a trail was too faint to be located properly.
4 At this level, the Infrared Scanners give a clearer picture, where shapes are outlined distinctly and recognizing targets does not require a roll. They also allow the Cybertron, at the expenditure of one Energon, to see heat auras where warm objects have recently passed, and follow heat signature trails for specific targets. A Cybertron with this level of infrared can automatically tell when animals are actually Cybertrons. He can also tell other types of heat anomalies on sentient creatures when they are present (with a Perception/Alertness roll).
5 Character can see all colors and waves of light. At this level of ability, even pure darkness is not an obstacle for the character's ultraviolet scanners. He can also "see" when radio communication is being broadcasted (roll Perception plus Enigmas to determine the source), and can see spark-related auras, allowing him to understand the extent of the power of an ally or enemy. For this last ability, roll Perception plus Matrix, difficulty 6, with the number of successes detailing the amount of gained information. An excellent roll will provide information on another Cybertron's age, Protoform, and Mechanisms.
Type: Software
Required Ability: Investigation
Frequency: Common
All Cybertrons are capable of human-like speed and dexterity, though some are capable of more speed than others. Speed engines depend greatly on the character's beast mode, so choose your mode carefully when planning to activate this Mechanism. Odd beasts can still access superspeed if they are Transmetals with a vehicle mode. Speed engines are considered cumulative, but require careful rebuilding before they can be advanced.
1 Cybertron has an advantage over others in beast speed. This allows for the choice of a beast mode that runs particularly fast. Combined with winged flight or basic submersability (Naturistics 1), this also accounts for speedy birds, insects, or fish. If a Cybertron has purchased this Mechanism at this level, give his Beast Mode one extra point of Dexterity.
2 Cybertron has booster engines allowing him to combine rockets and exceed ordinary speed. To access this ability, Cybertron must have purchased either flight or submersability capabilities. Expend one point Energon and make a roll of Stamina plus Athletics to turn on these boosters, which double the flyer's speed and air Dexterity (or the swimmer's underwater speed and Dexterity).
3 Cybertron can run, roll, fly, or swim at speeds exceeding the speed of sound. Choose which mode this speed is accessible in, and whether it is land, air, or underwater speed. (In order to use this in the sea or in the air, Cybertron must also have purchased Flight Mechanisms or submersability as Naturistics 1.) Make a Stamina plus Athletics roll to activate the booster rocketsspend one Energon only once, when the engines kick in. A character at this level of Speed effectively doubles his Dodge pool, but halves his Dexterity (here and below, round up) due to possible loss of control.
4 Cybertron can run at speeds exceeding Mach Two, the fastest possible Cybertron land speed. These booster engines require the expenditure of one point of Energon per megacycle of travelexpend no Energon for short distances. This type of speed is only possible in one modechoose one. For Cyberorganics, this must be a robot mode Mechanism, though it is very uncommon. These boosters can also be combined with flight or submersible engines as in Speed 3, and must be turned on and off as in Speed 3. This triples the user's Dodge pool, but disallows fine manual Dexterity. Halve the Dexterity pool and do not allow operations which require a fine touch.
5 Light speed. Cybertron can travel at the speed of light, allowing for quick trips around the planet or longer interstellar trips. Traveling at light speed requires flight capabilities (of Flight 2 or above), as light speed cannot be reached by a Cybertron who is ground to the earth. Expend one point Energon when entering Warp, and roll Stamina plus Athletics to make the jump successfully.
Type: Hardware
Required Attribute: Dexterity
Frequency: Common at 1-3, Rare at 4-5
Trackingseeking both allies and enemiesis a very common function for a Cybertron to access. Cybertrons can also use this ability to find out information about their targets, or about anyone else in the vicinity.
1 Character can activate radar to tell how many Cybertrons of his alliance are active in up to a half-mile radius. If these Cybertrons are part of his active unit, he knows their names and exact location as well.
He can also ask his internal computer to locate (by grid and vector) those of his unit which are not in normal tracking range, though this requires a roll of Perception plus Computers.
2 Cybertron can track specific targets. This method of tracking is based on scent and can only be used in beast mode. Roll Perception plus Primal-Urge to get the scent of a target; Intelligence plus Investigation to track its direction. If either roll fails, it may not be reattempted. Difficulty and number of successes needed are based on the target's intelligence, stealth, etc.
3 Cybertron can, at the expenditure of one Energon, activate a simple scan which will tell him how many life forms are in the current area. Life forms who are Cybertrons will read as "active units," and Alliance can be identified, including specific name if the Cybertrons located are part of the tracker's unit. Roll Perception plus Investigation to activate the scan. This scan does not tell what type of non-Cybertron lifeforms are active in the area, only the number. No more than a half-mile radius around the Cybertron may be scanned in this fashion.
4 Cybertron can attach his senses to the Spark of another, and in this way will always know the target's location: in what direction, and at what distance. This type of tracking is based on more of an internal sense than scent, but is still considered a scent-based operation as Cybertrons struggle for words to explain it. Expend two Energon and roll Intelligence plus Primal-Urge to "fix the scent" of this Spark when in contact with the target. From then on, tracking is automatic regardless of target's stealth. Multiple sparks, not just one, can be fixed to memory in this fashion. (Organic targets who are non-Cybertron may still be tracked by this method, but the difficulty for the roll to "lock the spark" is a 9.)
5 Cybertron can scan any area as Tracking 3, at the expenditure of one point of Energon per mile radius scanned. This scan will tell him not only the Alliance of Cybertrons located, but also the name, even if he has never met these Cybertrons before. He can also use this scan to seek out a specific target whose spark he has not fixed to memory, so long as this target is not too far away.
Type: Software
Required Attribute: Perception
Frequency: Common at 1-3 (Very Common at 1), Rare at 4-5
The ability to increase the size of surrounding elements, rendering things easier to see at great distances. At higher levels, even micro-vision is possible.
1 As the Werewolf "Heightened Senses," but only in regard to video.
2 "Dramatic zoom": A certain amount of zoom vision, allows for tighter close-ups on faraway objects, with some magnification. Pinpointing a specific detail at a distance will typically require a Perception plus Investigation roll.
3 Cybertron has the ability to select a specific section of her video sphere, zoom, and magnify. Spend one point of temporary Energon to zoom and magnify anything within visual range to perfect clarity. Because the Cybertron is so engrossed on one target, using this ability requires perfect concentration and a roll of Perception plus Alertness with difficulty depending on area light. This Cybertron can magnify a particle of dust at a hundred feet, but can never see individual cells or atoms.
4 This Cybertron can now see much more than ordinary eyes can see, all the way down to the microscopic level. The object to be magnified in this manner must be no more than a few feet from her optics; however, she can zoom in on it so completely as to see its component elements. Spend one Energon to magnify with this type of clarity; roll Perception plus Enigmas to get images in focus. Depending on what the Cybertron is trying to do with this ability, several varied rolls may be required.
5 Cybertron can ignore obstacles to her vision, effectively projecting her internal camera beyond those points and giving her the ability to see through walls. Requires a Perception plus Alertness roll with difficulty depending on the permeability of the obstacle: five to see through clouds, ten to see through solid steel. One flat Energon is spent for this ability, plus one other Energon for each additional object to be bypassed. This ability allows for basic clairvoyance, since this Cybertron can see anything at a great distance provided there is light to see it by.
Type: Software
Required Ability: Alertness
Frequency: Common at 1-3 (Very Common at 1-2), Rare at 4-5