TF's in Alternity
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TF's in Alternity

Note

Down load the Fastplay Alternity rules

TSR's Alternity section (with downloading)
2 Headmaster examples

Hold your horses I ain't started them yet! I'm currently working on the rules for headmasters, which will be posted very soon.

Living mechanical beings able to convert their bodies into land and air vehicles, weapons and other mechanical forms. Heroic Autobots waging an age old war against the evil Decepticons. They are more than meets the eye, they are the...

TRANSFORMERS
in Alternity.

Disclaimer, ALTERNITY is a trademark owned by TSR, inc. and is copyrighted.
TRANSFORMERS is the intellectual property of Hasbro/Kenner.
I do not claim to be an employee of the above organisations, or have
purchased the rights to solicit material in relation to the above products for a profit. Permission to copy for personal use only.

The Transformers (TFs) are huge mechanical beings ranging from 6' tall to 40' and beyond. To try to detail every TF would be nearly impossible. So below is a method to convert Tech specs into something that can be used in Alternity. This is far from perfect, but it works for me. If you can come up with something better, let me know, and I may just add to/change this system.

STRENGTH
A TF is well and truely much stronger than a fleshling and therefore does not use the table for humies. Some can lift well over 10 tonne, a feat impossible for a normal human to ever hope to do. Write down double the STR score on the TF sheet, however, if the TF is a micro master then write half the STR on the sheet (round up). For every one point of STR on the sheet the TF can lift one tonne.

The damage a TF can do from a punch is on the following table,
Table 1
STR	Punch Damage (O/G/A)
  1     4+1w / d6+1w / d4m
..2     d4+2w / d6+2w / d4+1m
..3     d4+3w / d6+3w / d4+3m
..4     d6+2w / d8+2w / d6+2m
..5     d6+3w / d8+3w / d6+3m
..6     d8+2w / d10+2w / d8+2m
..7     d10+1w / d12+1w / d10+1m
..8     d10+2w / d12+3w / d12m
..9     d10+3w / d12+5w / d12+1m
.10     d12+2w / 3d6+1w / 2d6+2m
.11     3d4+3w / 3d6+3w / 3d4+3m
.12     3d4+4w / 3d6+5w / 3d4+4m
.13     4d4+1w / 4d6+1w / 4d4+1m
.14     3d6+1w / 4d6+2w / 3d6+1m
.15     3d6+2w / 4d6+3w / 3d6+2m
.16     3d6+3w / 3d10w / 3d6+3m
.17     3d8w / 3d10+1w / 3d8m
.18     3d8+1w / 3d10+3w / 3d8+1m
.19     3d8+3w / 3d10+5w / 3d8+3m
.20     3d8+5w / 3d12+1w / 3d8+5m

SKILL
Take the TFs skill and double it. Write the result on the TF sheet. Do not confuse this with "skills" of another race. A TFs skill represents their DEX.

ENDURANCE
Like skill, double what is on the tech spec's and record the result on the TF sheet.

INTELLIGENCE
Add 5 to the TFs score and write the result on the sheet.

WILL
Add STR & ENDUR together to determine the TF's will.

RANK
Add 10 to the TF's score and record this on the sheet.

UNTRAINED & RESISTANCE MODIFIERS
Next to ability scores are spaces for "untrained" in here write 1/2 of the relevant ability (rounded down) plus 3. For example; a TF with 15 Int, will record next to this score an untrained of 10.
Next to untrained spaces are provided for "res. mod." which is determined on the table below.

Ability____Resistance
Score________Modifier
3-6________-1 step
7-10____________0
11-12________+1 step
13-14________+2 steps
15-16________+3 steps
17-18________+4 steps
19-20________+5 steps
For every one point above 20 add 1 step

STRUCTURAL INTEGRITY
Like constitution determining durability, endurance determines the structural integrity of the TF (the number of boxes in the various categories). The TF has as many Fatigue and Mortal boxes as the number appearing in endurance (on the sheet), permanetly mark or blank out the excess. The TF has twice as many stun & wound boxes. The rules for wounding and so on from Durability (in the Fast play rules) apply to TFs, just that they are much more harder to harm than a fleshling.
For example; a TF with 8 endur on their tech spec's will have 16 endur on their sheet. This results in the TF having 16 blank mortal and Fatigue boxes and 32 stun & wound boxes.

Some TFs can have success scores above those provided in the fast play rules so they are continued here.

Table 3; Success No.s continued

Score    	 M  /  O /  G  / A
   29		30+/ 29 / 14 / 7
   30	        31+/ 30 / 15 / 7
   31		32+/ 31 / 15 / 7
   32		33+/ 32 / 16 / 8
   33		34+/ 33 / 16 / 8
   34		35+/ 34 / 17 / 8
   35		36+/ 35 / 17 / 8
   36		37+/ 36 / 18 / 9
   37		38+/ 37 / 18 / 9
   38		39+/ 38 / 19 / 9
   39		40+/ 39 / 19 / 9
   40		41+/ 40 / 20 /10
   41		42+/ 41 / 20 /10
   42		43+/ 42 / 21 /10
   43		44+/ 43 / 21 /10
   44		45+/ 44 / 22 /11
   45		46+/ 45 / 22 /11
   46		47+/ 46 / 23 /11
   47		48+/ 47 / 23 /11
   48		49+/ 48 / 24 /12
   49		50+/ 49 / 24 /12
   50		51+/ 50 / 25 /12

FUNCTIONS
Every TF has a purpose in life, what they term their funtion. Although they do not pursue this in every parsec in a rotation, function does shape the TFs life. Below is a method to randomly determine the function of a TF. Main table (roll d20)
1 - 5 Warrior [fi]
6 Arctic Warrior [fi]
7 Recon [sc]
8 Defense [le]
9 Decoy [in]
10 Communications expert [in]
11 Roll on creatures table
12 Roll on leaders table
13 Espionage [sc]
14 Desert fighting specialist [fi]
15 Seige Warrior [st]
16 Shock Trooper [st]
17 Space Warrior [fi]
18 Sea Warrior [fi]
19 Martial Artist [in]
20 Long range weapons specialist [fi]

Leaders table (roll d8)
1 Defense Commander [le]
2 First strike leader [le]
3 Desert assault commander [le]
4 Sky commander [le]
5 Sea operations commander [le]
6 Espionage coordinator [in]
7 Urban assault leader [le]
8 Roll on independents table [le]
[fi] = Fighters, [sc] = Scouts, [st] = Stormers, [le] = Leaders, [in] = Indies,

TFs have a number of sub-functions primarily determined by their main function.

Ability					
STR	Athletics			
     		Climb			
     		Jump	
		Throw			            	      
	Unarmed attack			         
		Brawl			   
		Martial arts		
		* Special attack		

SKILL	Acrobatics			    
		Dodge	                
		Manipulation 		      	   			      5
		Lock pick			
	Ranged Weapons			 
		Pistol			
		Rifle			  
		SMG			 
		* Special weapon	 	
	Stealth				      	 
		Sneak			
		* Special ability		
	Vehicle Operation		  
		Land vehicle		  
		Air vehicle	 
		Space vehicle		     				      5

ENDUR	Stamina				
		Durability		
		Resist pain	
	Patience							        3	      2
	Survival			
		Survival training		 
	* Special structure				

INT	Demolitions			  		
		Set explosives		
		Disarm							      2
	System operations			    
		Engineering					        	      2
		Sensors						        	      2
		Weapons				
		* Special op's		        
	Technical Science			    			       10 	      6		
		Juryrig				
		Repair				
		First aid - Mechanical life				      2
		Surgery - Mechanical life		    			      4
	Knowledge			     
		First aid - Fleshling life			
		Treatment				 
	Computer Science						         8	      5
	Computer Operation			
		Hacking				
		Hardware							      3
		Software			
		Wetware							      5
	Business							         3	      5		          
		Corporate						         2
		Small business					   

	Accounting						
		Corporate accounting				     
		Auditing						         4

WILL	Administration						
		Bureaucracy					
	Awareness			
		Perception		       
		Intuition		
	Investigate				
		Search			
		Deduce				
	Resolve				
		Mental resolve					
		Physical resolve			      
	Tactics				 
		Infantry tactics		   	     
	* Special wisdom			  

RANK	Culture				      	
		Alien cultures			
		First encounter		
		Native culture
	Interaction 				  
		Bargain			
		Charm				   
		Seduce
		Intimidate	
		Taunt			         
		Interrogate		
	Leadership		
		Command		
		Inspire			   2
Traits of the TF
The following is a list of traits that the TF may have.
 Main trait (roll d20)		Autobot / Maximal (d10)		Fighters (d6)
1	Nasty			1 	Constructive		1 	Battle wary
2	Mean			2	Hot headed		2	Cock sure
3	Aggressive		3	Impatient			3	Calm
4	Loud			4	Helpful			4	Savage
5	Forceful		5	Distrusting		5	Sloppy
6	Apathetic		6	Playful			6	Roll on Scouts table
7	Laid back		7	Audacious	
8	Friendly		8 	Protective			Scouts (d6)
9	Talkative		9	Pedantic			1	Curious
10	Passive			10	Roll on Decepticon table	2	Meddlesome
11	Quiet						        	3	Fool hardy
12	Pessimistic		Decepticon / Predacon (d8)		4	Inquisitive
13	Happy			1	Deceitful			5	Restless
14	Troublesome		2	untrustworthy		        6	Roll on Stormers table
15	Optimistic		3	Dependable		
16	Greedy			4	loyal			       Stormers (d4)
17	Generous		5	Impatient		       1	Savage
18	Honourable		6	Constructive		       2	Territorial
19	Domineering		7	Devious			       3	Brutal
20	Cruel			8 	Roll on Autobot table	       4	Roll on Leaders/Indies table
										
				        Other (d4)		        Leaders/Indies (d4)
First roll on the main table followed,	1	Dependable		1	Inspirational
by the TFs affiliation, and then the	2	Independent		2	Charismatic
TFs function type.			3	Sly			3	Sinister
				4	Roll on Autobots table	4	Roll on Fighters table


blah blah moer to come
And remember: I will post these rules up soon, so it would be a good idea to bookmark!

Email: j3801916@emu.bendigo.latrobe.edu.au