New Player Chargen

STEP 1: CONCEPT

Choose your [Faction]], Function, Class and Archetype. These choices will guide your further, more detailed choices, like abilities, skills and attacks. Sample Builds are available; feel free to use these as they are or customize them for your application. As you consider your concept, be aware that some concepts are more expensive than others. As a full-size Transformer you have 80 Character Points to spend. This is sufficient to make a reasonably competent "second-string" character, who will develop to become more competent over time.

EXAMPLE

Faction: Autobot

Function: Fast Attack

Class: Standard

Archetype: Anti-Air

STEP 2: CORE STATS

Transformers have ten Statistics that describe their basic qualities. Five are Physical Stats, four are Mental Stats, and the tenth is Energon. Stats are purchased for one Character Point per point of the Stat; in other words, 6 Strength costs 6 CPs. [b]The starting range for Stats is 3 to 8[/b]. 5 or 6 is to be considered average. Energon cannot be set directly by you and you do not have to pay for it.

EXAMPLE

Physical Stats - STR: 5, ACC: 7, END: 5, FRP: 6, AGL: 6 (physical subtotal: 29)

Mental Stats - INT: 5, LDR: 5, COU: 7, TEC: 6 (mental subtotal: 23)

(stats subtotal: 52)

STEP 3: MODE STATS

Transformers always have at least two modes; this is what makes them Transformers. These modes have a few of their own Stats: Armor, Velocity, and Size.

Size for each mode starts at 5 and can be bought up for 2 CPs per point of size or sold down for -1CP per point of size lost. You cannot drop below a total of 8 size points without becoming a Special Class.

Armor in mode 1 starts at 5 and can be bought up for 2 CPs per point of armor or sold down for -1CP per point of armor lost. Armor in mode 2 starts at 0 and costs 1CP per point until it reaches 5, whereupon the costs become 2CPs per point, as in mode 1.

You may also take advantage of Mode-Adjustment. This is a feature that adjusts one or two Stats up and one or two Stats down by an equal amount when you transform into your second mode. Mode-Adjustment is limited in three ways: it cannot exceed +2/-2 in total, or in any one Stat, and the total bonus(es) and penalty(ies) must equal eachother. Mode-adjustment has no cost. Four stats can be mode-adjusted: STR, ACC, AGL and FRP.

EXAMPLE

Mode1, "Robot" - VEL1: 4, ARM1: 5, SIZE1: 5 (mode1 subtotal: 4)

Mode2, "Chevy Camaro" - VEL1: 6, ARM2: 1, SIZE2: 5 (mode2 subtotal: 7), Mode-adjustment: -1 STR, -1 FRP, +2 AGL

(modes subtotal: 11)

STEP 4: ABILITIES

Abilities let your character do unusual things like refuel other Transformers or maneuver nimbly underwater. Not every character needs to buy abilities. It is best to choose only abilities which your concept demands; for instance, a submarine must have Dive or it is not a submarine, and a medical engineer must have Repair or she will not be able to treat her patients, but a spaceship does not necessarily have to have FTL unless its concept specifically demands that it be able to travel between stars. Abilities are purchased per mode.

EXAMPLE

Abilities 1 - Crackshot (abilities1 subtotal: 4)

Abilities 2 - None (abilities2 subtotal: 0)

(abilities subtotal: 4)

STEP 4: ATTACKS

All Transformers have access to Globals, basic attacks like "Punch" and "Laser" that everyone can use. Almost all Transformers also have one or more purchased attacks. Attacks may cost between 1 and 8 CP and can be custom-built or chosen from a list of sample attacks. In any case they may have unique names. Both globals and purchased attacks may also be renamed temporarily during play.

EXAMPLE

Attacks 1 - "Twin-Linked Flak Cannons," 4 Explosive Area-Ranged, Accurate (8CP)

Attacks 2 - "Phosphor Rockets," 3 Fire Ranged, Blind (5CP)

(attacks subtotal: 13)

STEP 5: FLUFF

First, select a name for your character. It cannot be the name of an existing Transformer (google the name to see if this is the case) but GI-Joe names and superhero codenames are fine. Acceptable names for OCs are a single word, generally a noun, without hyphens or MidCapping. Bumblebee is okay, but Bumble-Bee, Bumble Bee, and BumbleBee are not. The name should relate in some way to the character's personality, history or function. Simply naming the character the model or make of its altmode is to be avoided.

Next, write a quote. The quote should be very concise, no more than a sentence. Avoid simply writing something the character might say; the quote should be a motto or slogan which describes the character in a single line, even if it's not something they would (or could) say themselves, it's something they believe, which defines them.

Next, write a note. The note should be one or two short paragraphs, and is the bulk of the "tech spec" that would be printed on the back of your character's box if there was a toy of her. The note should begin with a sentence summarizing the character, then one or two about the character's personality and (if noteworthy) role in his or her faction. Include one or two sentences each describing the character's special powers or abilities, weaponry, and altmode, with its special abilities and weaponry if any.

Finally, you receive three Skills for free. These may be skills you've seen by +finger'ing existing characters on the game, or from the sample list on the Skills wiki page, or of your own invention. They have no in-game effect and are just a way to develop the character a little more.

Take your time on this section; for many people developing the perfect name, quote and note is the most difficult part of the creative process. The character staff can also help you finesse these.

EXAMPLE

Name: Dust Devil

Quote: "A bad wind's a-comin'."

Note: A capable but superstitious soldier, attributes significance to the most minor omens. Loves open spaces where he can see his enemies on the horizon with his incredibly acute vision. Other Autobots say Dust Devil can shoot the nosecone off a Seeker before the Decepticon even comes within sensor range. Dust Devil encourages the rumors of his supernatural luck, hoping to discourage enemies before they attack. He knows his luck can't hold out forever. In robot mode, armed with twin shoulder-mounted high-velocity cannons which fire high-velocity flak shells. His Chevrolet Camaro mode is equipped with concealed launch tubes for phosphor rockets which dazzle the sensors of his enemies.

Skills: Off-Road Driving, Knowledge: Folk Magic, Tactics: Camouflage

STEP 6: THE FORM

Using the above instructions and links, fill out this form, making changes where appropriate, and include it in the appropriate section of your application.

Faction:

Function:

Class:

Archetype:

Physical Stats - STR: 5, ACC: 5, END: 5, FRP: 5, AGL: 5 (physical subtotal: 25)

Mental Stats - INT: 5, LDR: 5, COU: 5, TEC: 5 (mental subtotal: 20)

(stats subtotal: 45)

Mode1, "Robot" - VEL1: 4, ARM1: 5, SIZE1: 5 (mode1 subtotal: 4)

Mode2, "altmode name" - VEL1: 0, ARM2: 0, SIZE2: 5 (mode2 subtotal: 0), Mode-adjustment: none

(modes subtotal: 4)

Abilities 1 - None (abilities1 subtotal: 0)

Abilities 2 - None (abilities2 subtotal: 0)

(abilities subtotal: 0)

Attacks 1 - None (0CP)

Attacks 2 - None (0CP

(attacks subtotal: 0)

Total: 49/80