DeathMvp's Mixed Up Game
Transformers
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Transformers

cyclops.jpg

cyclops.jpg

Construct: A construct is an animated object or artificially constructed creature. A construct is immune to mind-influencing effects and to poison, sleep, paralysis, stunning, disease, death effects, and necromantic effects.

Constructs cannot heal damage on their own, though they can be healed. Constructs can be repaired in the same way an object can. A construct with the regeneration and fast healing special qualities still benefits from those qualities.

A construct is not subject to critical hits, subdual damage, ability damage, ability drain, or energy drain. It is immune to any effect that requires a Fortitude save (unless the effect also works on objects). A construct is not at risk of death from massive damage, but when reduced to -10 hit points or less, it is immediately destroyed. Transformers can be brought back to life with a high enogh repair skill (10+1/hp below -10 to raise to -9hp and cost 1gp/hp healed). (Repair skill is a class skill for them.) Transformers also can do altomatic repairs by powering down at the rate of 1/8 level per hour powered down.(one night powered down heals like a person) They can use the repair skill to heal up to 75% of dammage based on the repair skill (for every point over dc 15 it heals one hp and cost 1gp+1sp per hp).

All transformer can make energy cubes that they need to eat like food. The cubes can be filled only targeting the cubes to fill them (do not let them become filled but the wiz casting lightinig bot at you to do damage). The transformer can store 10* con. score any more and he becomes drunk. He uses 10 points a day to funtion any day that he does not have energy he losses 10 hp and can not heal by shutting down.

Size role 2d6 one for colomn one one for colom 2
11-16 Cassette Small +2 levels
21-36 Minibot Mediem +3 Levels
41-56 Average Large +4 levels
61-66 Large huge +5 levels

Special role 1d6
1 Enchance ability
....1 vision +10 spot
....2 hearing +10 listion
....3 smell
....4 sensors (like ships)
....5 one physical skill +10
....6 Com systems
2 Fighter +3 attack
3 defence
....1-2 shield on arm (+9 ac to one attace declare before roll)
....3-5 Armor (+6 ac)
....6 Shield (DR of 2d6)
4 Built in weapon (extra weapon that is connected to him)
5 Stealth Enhancement
....1 Blinding (other roll save vs reflec dc 10+ level for level in arounds)
....2-3 Stealthy +5 sneak +5 hide
....4 Smoke screen (50 % miss)
....5 Hologram Projector
....6 Cloaking Device
6 Speacel Dm and player talk about a cool speacle

weapons 1d6 to see how many
Types (d100)
1-30 Melee 2d12+str
31-60 Throw 2d8+str (uses 1 energy each) (energy attack)
61-95 Projectile 4d8 (uses 2 energy each) (energy attack)
96-100 Missle range touch attack 3d8 (1/level a day)

Cassette Cybertronians (only as fimilers)
Str +3
Dex +12
Con +7
Int +5
Wis +3
Chr -3
AC +2
Attack +2
Move 27 (or based on animal)
Special Abilities:
Transforming: Cybertronians can transform into other objects in this case storige for bigger robot.
Enhanced Eyesight: +2 to Search
Immunity to Organic Diseases
Virtual Immortality
DR 3/+1
Size Tiny

Cassette Cybertronians
Str +7
Dex +10
Con +7
Int +5
Wis +3
Chr -5
AC+1
Attack +1
Move 27 (or based on creature)
Special Abilities:
Transforming: Cybertronians can transform into other objects in this case to go into a bigger robot).
Enhanced Eyesight: +2 to Search
Immunity to Organic Diseases
Virtual Immortality
DR 5/+1
Size Small

Minibot Cybertronians
Str +10
Dex +1
Con +10
Int +5
Wis+3
Chr-6
Move: 33 Transformed 99
Special Abilities:
Transforming: Cybertronians can transform into other objects.
Enhanced Eyesight: +2 to Search
Immunity to Organic Diseases
Virtual Immortality
DR 7/+1
Size Meduem

Average Cybertronians
Str +13
Dex +1
Con +13
Int +5
Wis+3
Chr-7
Move: 36 Transformed 108
Special Abilities:
Transforming: Cybertronians can transform into other objects.
Enhanced Eyesight: +2 to Search
Immunity to Organic Diseases
Virtual Immortality
DR 10/+1
Size Large

Large Cybertronians
Str +17
Dex +1
Con +17
Int +5
Wis +3
Chr 7
Move: 42 Transformed 126
Special Abilities:
Transforming: Cybertronians can transform into other objects.
Enhanced Eyesight: +2 to Search
Immunity to Organic Diseases
Virtual Immortality
DR 15/+2
Size Huge

Cybertronian Leaders +6 levels
Str +18
Dex +1
Con+17
Int +5
Wis +3
Chr -7
Move: 51 Transformed 153
Special Abilities:
Transforming: Cybertronians can transform into other objects.
Enhanced Eyesight: +2 to Search
Immunity to Organic Diseases
Virtual Immortality
All weapons do 1d extra
DR 15/+3
Size Huge.

If they transform into a gun they do 2* as much damage as their most powerful gun.
Natural Armor is equel to thier level.

If the clas can get a familiar and they take the improve familiar feat they can. You can take the More familiar feat (from Dragon Magazine 280) to have more then one. Top get a tiny need to be +3 level (then you could normally take it) and at least medium size. To get the small you need to be +5 level (then you could normally take it) and at least large. For anything else (Rumble was Medium not small) you need to be 2 sizes larger then them and for each size increase add +2 level. These all change into some sort of carrying means that you can realese in robot or other form. (A gun may make them into bullets for example.) This is done so that you can make a SoundWave type of chareter if you like. Also you do not get the benefits of the fimiliar if it is put a way (to balance out the fact that it has 100% cover)