Chapter Five

Spark Powers

"Transmetal power...better get used to it."
—Blackarachnia, "Crossing the Rubicon"

In addition to the normal robotic Mechanisms provided to members of the Cybertron race, those Cybertrons who have been altered by advanced, supernatural means can create a kind of power from their own spark. Spark powers are never subtle. Rather, they are accompanied by glowing, energy forces that emerge directly from the Transmetal II's spark cavity. These glowing forces are always visible when these powers are in use, and may wrap around a body to heal it or lift an enemy into the air like ethereal arms. The powers below are only available to Transmetal IIs and Optimals, TIIs primarily. Unlike the Mechanisms listed above, Spark Powers are indeed magical in nature. They are sometimes distrusted by those Cybertrons who believe not to take something too far that has no basis in logic. Spark powers can be used in any mode.

A Cybertron can never have more total dots in Spark Powers than he has in his Spark pool (therefore, no one Cybertron can ever "master" all of the abilities listed below). He cannot "unlearn" abilities to gain new ones, and so must practice carefully. To add new Spark powers to a character after creation, a player must have the Spark prerequisite, then spend experience points: 3 times his desired rating in the power if he is a Transmetal II, and 6 times if he is an Optimal. After that, his character must "learn" the power before he can use it to its fullest, learning the details of the power through either training or experimentation. In some stressful situations, a Transmetal II power may develop without practice (though the experience must always be spent).

There are rumors of some of the more inadvanced Generations gaining comparable psychic abilities during protoformation. For example, there are stories of Predacons who can tell the future, and a few Maximals whose empathic abilities seem beyond the norm. However, these legends are largely unfounded; typically, a Cybertron must be modified into a Transmetal II before he is capable of any true magic.

Combust

Spark Combustibility, or Pyrokinesis, is a telekinetic power used to cause damage. It includes the setting of spontaneous fires, and the starting of spontaneous explosions.
1 Transmetal II can use Spark points to set small, energy-based fires. These flames are often of varying colors and strengths. Roll Spark to use this ability and light with energy any object with which the Cybertron has direct contact. These flames are light, primarily, and do little or no property damage, but may cause some confusion.
2 Transmetal II can cause high levels of light energy to flood from her spark, blinding targets and possibly starting fires. Roll Spark, difficulty 7, for this ability. For a number of rounds equal to the number of successes, all dice pools related to sight are at a -2 to all who witness this glowing display, no matter their alliance. In addition, at three successes or more, all flammable objects in the vicinity will burst into flame. "Flammable objects," at this level, does not include sentient targets.
3 Cybertron can now cause non-sentient objects to explode from within. To use this ability, spend a point of temporary Spark, and make a Spark roll. Larger or extremely important objects, such as computers, require more successes, though simple objects will be completely destroyed. This power can also create disastrous chain reactions if used in high-energon environments. This ability can only be used on objects within the Cybertron's range of sight.
4 Cybertron can cause even sentient targets to spontaneously combust. To use combustion as an attack, spend a point of temporary Spark, and make a Spark roll, difficulty 9. If successful, the resultant explosion will do ten dice of damage to your target. The target does not get a soak roll, as it is damaged caused by the target's own body. Though this can be fatal to organic targets, this power does not harm another Cybertron's spark. Organic targets may make a Willpower roll to avoid certain death by this power—each success on a difficulty 7 roll cancels out one success made by the Transmetal II on the inital attack roll.
5 Cybertron can lock her spark to the spark of another, causing this spark to combust. Though this is indeed a highly dangerous, highly frightening ability which is very rarely used in combat and seen as highly dishonorable, sometimes using all of one's options is the only course. To assault the spark of an enemy, spend two points of temporary Spark up front, and make a Spark roll at difficulty 8. You will need one success for every point of Spark you hope to drain. Your opponent may spend Willpower to nullify your successes on this roll. If you are willing to spend another point of temporary Spark, this can be made into an extended roll, although the difficulty increases by one each time. If you do not gather all the successes you need, the roll fails, and your opponent loses no Spark. If you have more successes than your foe has points of permanent Spark, your foe is destroyed, from the spark out, in a catastrophic explosion. Botch a roll, and the same happens to you. This ability can also be modified as a psychic assault on an organic target. If one Cybertron uses this power on another who knows it, the attack can easily become a face-off.
Successful use of this power always results in a morality check for permanent spark loss if used by a Maximal, and often does in the case of a Predacon, as well.

Healing

Cybertrons with Transmetal II power can sometimes use their sparks to recover injuries to themselves or others. Using any of the healing abilities below counts as taking an action; some may even take more than one turn depending on the extent of the damage the Cybertron is trying to heal.
1 Transmetal II Cybertron can use his Spark to recover his own injuries. Roll Spark to access this ability, and recover as many Health Levels as successes on this roll. This ability may only be used once per day. It cannot be used to recover aggravated damage.
2 Increased healing abilities as above may now be activated up to one time per megacycle. However, spend a point of temporary Spark for every time this ability is accessed after the first in the day. This ability can now recover any type of damage.
3 Ethereal healing. Roll Stamina plus Repair; as long as this roll is successful, recover all lost Health Levels instantly regardless of type of damage. A failed roll indicates no health is recovered. On a botch, spend one point of temporary Spark, and recover no health. This ability may be used more than once a day, but spend a point of Spark for every time each day it is accessed after the first.
4 Cybertron can use his Spark to recover the injuries of others, even those who are non-Cybertron. To use this ability, spend a point of temporary Spark, and roll Spark, healing the target as many Health Levels as successes on this roll, regardless of type of damage. Cybertron should be in direct contact with the target he is trying to heal.
5 Cybertron cannot only recover the injuries of his comrades, but their psychic energy as well. Roll Charisma plus Matrix, and transfer temporary Spark from the Transmetal II to a target of his choice. The Transmetal II can transfer as many points of Spark as he has successes on the roll. Botching this roll means that a point of temporary Spark is lost from the Transmetal II, but nothing is gained by his companion. This ability can be modified to allow the rejuvenation of the "soul" of an organic target.

Hypnosis

Certain Transmetal IIs can use their powers not to read the thoughts of others, but to influence them. Cybertrons with hypnotic abilities at lower levels are typically regarded as trustworthy and influential. On the other hand, Cybertrons who display this openly at its higher levels are rarely trusted.
1 Cybertron can access his spark to quell the fighting instinct in a single foe. To accomplish this, he must make physical contact with the target; his spark, eyes, and possibly even hands will glow while he activates this power. He must not be taking arms against the enemy nor threatening him verbally, or the power will not work. Roll Spark to use this power. The difficulty begins at 6, but is increased if the target is very angered or is prone to becoming upset. When used on an already peaceful target, multiple successes may cause the target to fall into sleep mode.
2 Hypnotic power as above is now expanded in range. Transmetal II can subdue any number of targets as successes on a Charisma plus Empathy roll, without making physical contact with these targets. The difficulty for this roll is as difficult as it would be to quell the single most violent person in the group (as a mob can often be raised to anger by just one loud voice).
3 A Cybertron with this ability can create a psychic field of invulnerability, which can prevent foes from being able to harm her. In order to use this power, the Transmetal II must not be taking arms against her foe, but must assume a peaceful posture. She then rolls her Appearance plus Empathy, against a difficulty of the target's Intelligence plus Subterfuge. Because the energies surround the user, not the target, multiple targets may be effected at once (use only one roll, and figure the number of successes differently based on the different targets). Only one success indicates that the target will have a difficult time attacking; three or four and the target will not be able to strike at all. Five or more successes on this roll, and the target is enthralled for the rest of the scene, and may even try to prevent his own former allies from harming the Transmetal II. The effects of this power can be removed by the user at any time, and will instantly be removed (save in the case of five or more successes) should the Transmetal II attempt to attack her opponent. If the Transmetal II is damaged while the power is in effect, she must roll Willpower to keep the shield raised.
4 Transmetal IIs with this level of hypnotic power can implant single-phrase suggestions in their subjects, which the subject will almost always obey. The Transmetal II must make eye contact with her target, then speak the phrase clearly. This power can also be combined with Telepathy, provided direct eye contact is still made. However, the eyes of the user will always glow when this power is in operation, so it is very difficult to conceal it. The suggestion itself must be a single sentence or less—no complex orders may be issued in this fashion. The target will also not act on directly damaging commands such as "Explode," or "Die," or be coerced into directly suicidal acts, though some self-damaging commands may be issued ("Walk into that energon field.") Popular commands include "Destroy him," "Don't move," or "Give that to me." The suggestion should be as clearly stated as possible; a target cannot act on a suggestion he does not understand. Roll Spark to use this ability, contested against a difficulty of the target's Willpower. The amount of successes indicates the amount of time the target will continue to act on the suggestion. For example, one success may be sufficient for a simple "Give that to me," command, but suggestions which take more time ("Hunt him down and deactivate him.") may "wear off" before they are achieved. The amount of time a single suggestion will last is as follows:

1 Success: 1 combat round
2 Successes: 10 combat rounds
3 Successes: twenty cycles
4 Successes: one megacycle
5 + Successes: a day or more
The suggestion, once implanted, can be removed by Incapacitating the hypnotized Cybertron, or by doing the same to the Transmetal II that used the power. New suggestions on an already hypnotized target replace the old instructions; a Cybertron can only act on one suggestion at once. The Storyteller has the option to increase the difficulty of the Transmetal II's roll if she is trying to get a target to do something which clearly violates his programming.
5 Cybertron can unleash from his spark a massive hypnotic suggestion, which will effect all in the area, allies and enemies alike. This suggestion, rather than taking the form of an instruction, is a single emotion. For example, unleashing "confusion" on a group at battle could cause everyone present to forget the nature of their allies and enemies, and possibly turn on their friends. Unleashing "peace" can cause battle to stop entirely; unleashing "fear" on a charging horde might cause them to turn tail and run away. The Transmetal II spends a point of temporary Spark, and rolls Spark at standard difficulty. One success, and the emotion effects the group in a minor way; at three it is definite, and five absolute. Naturally, the Transmetal II is not effected by his own suggestion.

Shining

Transmetal IIs with Shining power can use their sparks to create supernatural weaponry, which increases their power in battle.
1 Cybertron can apply the energy of his spark to one of his ordinary weapons, allowing the standard-damage weapon to do aggravated damage. To use this ability, Cybertron must spend one round "charging" the weapon with the energy of his spark, be the weapon his claws, his sword, or the bullets in his gun. After this round, the effect will last for the rest of the scene. This power has no effect on weapons which already do aggravated damage.
2 Cybertron can use his spark to infuse a Mechanism of his choice. The effects of this can vary greatly, but, among them are the ability to strengthen an energon shield, the ability to reflect energy weapons through standard armor, and the ability to see the spark energy of others. Creativity is encouraged. Depending on what the Cybertron is trying to do, a Spark roll may be required. Even if a roll is not required, infusing a Mechanism takes a single round, as with Shining 1.
3 Cybertron can infuse the energy of his spark to an ordinary weapon, allowing it to do damage which is not only aggravated but is aggravated, energon-type. This attack will be unsoakable by low Cybertron generations, and difficult for Cybertrons to heal. There is no difference, however, when this attack is used on organic targets. Infuse the weapon as with Shining 1.
4 Spark energy can be used to mimic the Focus Mechanism, allowing for not only aggravated damage, but damage in greater amounts. Adding damage to a weapon requires a round of infusion as above, as well as a Spark roll at difficulty 7. For every success on this roll, one automatic success is added to the damage roll for the Cybertron's weapon. This is energon-type damage.
5 Cybertron can create energon-charged weapons which will explode on impact, creating explosions which will damage all but the wielder. This power requires an expenditure of temporary spark points, and a number of rounds of infusion equal to the number of points which are spent. When the weapon (it can be of any type) meets its target, it explodes in a wave of energon-type damage. The weapon's intended target takes the weapon's regular amount of damage, plus one extra automatic point of damage for every Spark point the Transmetal II spent on the ability. All others in the room also take the amount of spent Spark points in damage. Note that this ability does not effect the Transmetal II, but effects everyone else within the range of the explosion: both allies and foes. The exact range of the explosion depends on the amount of Spark points spent—roughly 50 feet per point. Note that the rolls to attack with the weapon must still be successful; if botched, results may be disastrous. This power also poses a special risk in high-energon areas.

Telekinesis

One of the first spark powers to be utilized, telekinetic abilities grant a remarkable advantage in battle.
1 Cybertron can lift small objects at short distances, such as retrieving his weapon from halfway across a room. Unlike Magnetism, this ability is never dependent on the material from which the object is made. Simple acts, such as lifting a stationary object nearby, are automatic, but more difficult acts, like stopping an object thrown at the character, require a Spark roll. At this level, the manipulated object must be small enough to be held in the hand of the Cybertron using this ability.
2 Cybertron can telekinetically lift objects of a weight rating equal to her effective robot mode Strength. This requires a Spark roll; difficulty and number of successes needed vary by object and intent. This power is now expanded to include any object she can see, Zoom-Vision-range objects included. This does not include lifting any sentient targets; only objects.
3 Cybertron can use Telekinesis to create a repelling force-shield, as with Energon Shielding. This shield is always energy-tight. The shield is generated from the spark-cavity out in a spherical pattern; it grows until it dissipates. It requires a Spark roll, difficulty 6, which indicates the duration, in rounds, of the energy shield. At difficulty 8, a Cybertron can also use this shield to repel solid objects (she must declare which objects the shield is to repel, and needs at least one success for each). The strength of the shield decreases as it grows farther from the spark cavity of the Transmetal II.
4 Cybertron can lift a single target into the air of a weight rating of up to twice her Strength. At this level, this includes a sentient target such as another Cybertron, though he may use Willpower to resist being controlled in this fashion. (In this case, the Transmetal II's Spark expenditure could be used to counter Willpower expenditure, until one or the other was exhausted, or a contested rolling system may be used.) Targets can be manipulated to actions they would not normally take, but cannot be forced into work that requires fine Dexterity, and cannot be forced to speak, etc, only manipulated in wide gestures like a puppet on strings.
5 Cybertron can lift larger targets of nearly any weight, and manipulate them as she wishes. This is now expanded to include multiple simultaneous targets. No roll is needed to lift a single object; a Spark roll is necessary for every object beyond the first.

Telepathy

Spark telepathy, psychic communication, is a varied and confusing ability. It is expanded to include "Telempathy," the sharing of emotions, which is both the most complex and most simple form of psychic communication. The spark of a Transmetal II who is using this ability will always be visibly glowing, so that telepathy sources can be visibly detected. Telepathy can target both Cybertron and organic targets equally.
1 Cybertron can, by concentrating on her own Spark, get a feel for the latent emotions of those around her. For example, she can tell which among her comrades are afraid or angry, and may gain some insight into their actions when others are confused. This ability has no specific target; rather, it feeds equally off of all the emotions of all gathered. It requires no roll. Cybertrons with this ability will often get sudden flashes if emotions are very powerful, sensing, in just one example, "disturbances in the force."
2 Cybertron can use spark telepathy to communicate with a far-off target without using a radio signal. This type of communication is two-way, as with a radio, but makes no audible noise. To establish communication, the Transmetal II must roll her Spark. The difficulty may be as low as 4, for a willing target that the Transmetal II knows very well, or as high as 10, for an extremely stubborn stranger. The Cybertron using Telepathy does not gain any information from the target other than that which he willingly communicates to her.
3 This Transmetal II can now, through telepathic probe, gain information which is not necessarily willingly provided. She must roll Spark as above to begin contact, then roll Charisma plus Empathy to unlock stored information. Information that can be obtained in this fashion includes memories (even the repressed, though at a higher difficulty), specific emotions, and future plans. Each piece of information requires a single roll; an extremely unwilling target can spend Willpower to nullify the Cybertron's successes and attempt to break her contact.
4 This Cybertron can expand Telepathy 2 to include multiple simultaneous targets. With this ability, she can send a spirit message to her entire unit, no matter their locations. Spend a point of temporary Spark to access multiple targets; only one point of Spark is spent, but a separate contact roll is required for each target. Setting up a large "party-line" over telepathy may take several megacycles, but this has its advantages in that the linked Cybertrons can speak not only to the Transmetal II, but to each other.
5 This Cybertron can provide both messages and images to a target. This ability is most effective in altering the dreams of another Cybertron; if the Cybertron to be affected by this power is currently in stasis lock, the difficulty to create the dream is only 6, regardless of the target's willingness or identity. Once the Transmetal II establishes contact, she has full control over the dreamed images of the Cybertron. She has contacted him on another plane, where she can create realities as she sees fit (often requiring many variable rolls). Outside of stasis lock, this telepathy can still be accessed, though at a minimum difficulty of 8. If this roll succeeds, the Cybertron contacted is put into an immediate trance.

Whaaaaaa!!

"That's one of those things where I look, and say, 'that person has got WAAAY too much time on their hands.'"
—Matt Priest, fellow computer-graphics major, upon seeing my web site.

The Mechanisms section is really complicated. Granted, it's no more complicated than the Disciplines in Vampire, or the Gifts in Werewolf, but it's pretty complicated, especially for people who already learned the White Wolf systems and are sick of messing with this stuff. It's probably the most complicated aspect of the most complicated fan-generated White Wolf adaptation on the net...(though I could indeed be wrong). The admission that the list probably isn't even complete is sure to be enough to drive people over the edge.

The suggested rolls above are designed to work most of the time. If, for some reason, a different roll seems more appropriate for a Mechanism's intended use, use the roll that makes the most sense.

If you hate the Mechanisms and Weapons, if you don't want to bother with all these rules…don't. Don't worry about it. Remember that the most important rule is that there are no rules, and you're here to have fun, not to be a mathematical genius. I provide the rules for you, and for me, because I like structure and I know a lot of roleplayers that thrive on it. I also know a lot of roleplayers that throw out rules. If your Storyteller is one of the types who will let you run an alien cartoon-character in his World of Darkness campaign, I'm betting he's the latter. On the other hand, if this is a one-hundred-percent Beast-Wars-only campaign...well, first of all, I'm honored that you're even using my little rules, but... Just have fun with it. Use what you like, change what you don't; I'll probably never know.



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