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Transformers Character Sheet

Transformers Character Sheet

The Character Sheet

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The Header

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The header section will contain your avatar icon, your map token, your alliance (Decepticon (purple), Autobot (red), or Cybertronian (neutral)), your characters name, origin, role, role focus, and level data. It is best to set your character’s level BEFORE you add your Origin, Role, Role Focus, or Skills, to your sheet. Once the level is set, dragging and dropping the Origin, Role, or Role Focus, will take your character level into account and automatically configure your sheet with the perks, default alt mode, and Essence Bonuses.

Origin records must be added first. Role records must be added second. And Role Focus must be added third. To add these records, you can simply drag’n’drop the link from the records anywhere on the character sheet. Once added, the Origin and Role sections of the character sheet will be updated to reflect what you added. A Role Focus will be appended to the Role section. IE - “[ROLE] : [ROLE FOCUS]”. If you set your level BEFORE you drag and drop these records onto your sheet, it will grab all perks, abilities, skills, and essence score increases that apply to your character, and add them automatically to your sheet for you. Otherwise, just the basic level zero abilities/skills/essence scores, will be applied.

NOTE: Using the Drag’n’Drop method for building out your character sheet will also generate your default altmode when you drag the Origin data onto your sheet. This will be setup with the Size, Origin, movement data, crew information, and defensive stats based on your sheets -current- stats. These defensive stats are independent of your main character sheet. More of this will be talked about later in the Altmode Character Sheet section.

If you want to unlink your altmode’s stats from your character sheet. Go to the “other” tab on the altmode sheet, and deselect the Botmode Sync? Checkbox. Once unchecked, the essence fields on the altmode “main” tab will have white backgrounds instead of gray. Indicating that they can be adjusted with CTRL + MOUSE SCROLL.

MAIN

The Main tab of your character sheet will show your Core details for your character. This includes your Maximum health and Current Health. Your characters Essence data and defensive stats like Toughness, Evasion, Willpower, and Cleverness. Your Story Data such as your characters accumulated Story Points (S-POOL), Energon available to your character, and the movement available to your character in their current mode*. And what MODE your character is currently in. By default, you are in your Botmode. To change modes, open the combo box and select the mode you want to transform into. A player can have multiple modes for one sheet.

As long as an altmode is open, a player’s skills and abilities will be treated as if they are being performed by that altmode. If a player is attacked while in their altmode, the attack will use the altmode’s Defensive Essence Values (Toughness, Evasion, Willpower, Cleverness) instead of the main Character sheet’s values.

*Characters may have alternate forms of travel. Whether by air (Aerial), Land (Ground), or Sea (Aquatic), characters can have different speeds at which they can move. Your Main tab will display this information for you so you can quickly find it, but the information for this is SET on the “Other” tab under the Movement Matrix section. By changing the combo box on the Main tab, you can cycle between your pre-set movements and quickly see how far you can go.

SKILLS

The Skills Tab of your character sheet will give you a readout of all the skills you have access to from your Essences Scores based on your Origin, Role, Role Focus, and Starting Essence Points. Players can adjust these values by using CTRL+MOUSE SCROLL.

By default, a character is created with NO skill data. Skills can be added to a new sheet in different ways. The easiest way to add skills to a character sheet is by dragging and dropping the building blocks of a character onto the sheet. These are your Origin, Role, and Role Focus records.

Another method for adding Skills to your character sheet is to click the “EDIT MODE” button in the bottom-right corner of the Skills Current Focus window.

Clicking the button will set the entire page into its editable state. The white boxes can be clicked to change the Natural Skill Die value. Skills can be removed by clicking the red delete button in the lower-left hand side of the skill twice. Some skills use a numeric [ +1 / +2 / +3 / …] instead of denoting a dice value [ d2 / d4 / d6 / … ]. These skills are for players to track bonuses they receive to their sheet instead of increasing a skill specific roll. When a skill with a numeric value is rolled, it will be treated as a BASE DIE roll with SNAG

Certain skills have the ability to be “specialized”. Any Skill that does not have a specialization is sorted to the top section of the page and will not have the green add button when in edit mode.

Specialized skills will create a tabbed section beneath it, with a new roll button. Using the roll button next to the specialized skill will Roll all the dice lower than the skills rank. For example, if the skill is a d8 in rank, a specialized roll will roll a [ d8 / d6 / d4 / d2 / BASE DIE (d20) ]. A player can name the specialized skill whatever they agree upon with their DM. By default, a new specialized skill is added with the “[ Specialization ]” tag.

 

 

 

 

Clicking the “Add Skills” button that appears in the Editable mode of the Skills Sheet will open the “Skill Selection” menu. Here you can select one skill, or many different skills, to add to your character sheet at once.

NOTE: Adding a skill you already had on your character page will not duplicate the skill, but will increase the skill’s Natural Skill Die by one value. For instance, if your initiative skill had a d2, and your Role Focus added another initiative skill to your character sheet, it would increase your initiative skill’s Natural Skill Die to a d4 automatically.

The “Unskilled” skill was added to Fantasy Grounds but is not found in the Core Rulebook of Transformers or any E20 Core book. This skill is for players to roll if they are asked to roll a skill they do not have. It is not based off of any essence stat, and will roll a SNAG d20 like any other skill that does not have a die value set for it. This was added so players don’t have to continually add skills they may not otherwise have a use for when the GM asks the table to roll for checks. If you find you are consistently rolling a skill that is not currently on your sheet though, you can always add it with the “Add Skills” button. This skill is just to help keep gameplay moving along smoothly.

INVENTORY

The inventory is where all of a character’s gear is stored. As gear is added to a sheet, players can set if that gear is “NOT CARRIED” (empty circle), “CARRIED” (bag icon), or “EQUIPPED” (shirt icon). Items that are not carried are considered to NOT be attached to the character at the moment. This is important for Weapons and the ABILITIES section. Weapon attacks will not appear in the “Abilities” tab until they are set to “EQUIPPED” on the inventory screen.. Each item added to the inventory has a link to its record page on the right-hand side of the inventory sheet. Just click the red-icon to open the associated record sheet and get more detailed information about that inventory item.

The inventory is also a place where characters can track their currency. By default, “credits” and “shanix” currency values are added to the sheet. But players can always add more themselves, and GMs can customize the default currencies from the Currencies menu in the Options Menu.

ABILITIES

The Abilities section of the character page will contain all of a player’s attack information available to them. Every weapon can contain one or more attacks, and its use is dependent on if it's Integrated or an External part.

To have your weapons show up on the ABILITIES section, you MUST set the inventory item to “EQUIPPED” in the inventory tab. Once set to equipped, it will appear in the Abilities section ready to be configured to your character. Any weapons set to “NOT CARRIED” or “CARRIED” will be filtered out of this view so they do not take up room on your page.

 

By default, weapon abilities are added as “DISABLED”. Players can use the Combobox to set these abilities as “Integrated” or “External”, and then the weapon ability will expand to show its attack details.

Once you have your weapons added to your Abilities section, set the weapon as “Integrated” or “External”. Your character may have more or less External/Integrated slots depending on your Origin, Role, and Role Focus (or due to storyline events). By default, players should have 2 slots in each. To increase or decrease this amount, hover over the Max Value (right hand value) and use CTRL + MOUSE SCROLL to increase or decrease the value. The Current Value (Left hand) is calculated from how many you have set to each slot type.

By clicking the “Edit Mode” button, you will be able to customize your attack. Most of the data is pre-set for you based on the weapon. But if your GM allows it, you can change this and it will only change the data for your sheet. You can set the Natural Attack Die by clicking in the white box on the Left side of the attack. And you can set if you want this attack to specialize or not by default by selecting the purple-specialization icon.

Clicking the red “Attack” button will send your attack to the Attack Prompt Queue IF you have a target selected. Otherwise the roll will be ignored.

NOTE: If an item has designated which skill it uses by including it in the title of the item, you can use the “SKILL SYNC” button to automatically set your weapon ability to the corresponding Die Value the character sheet has for that skill. In the image above, the Energon Blade has set (Might) as its designated skill. The Skill Sync button automatically sets the skill to the d10 value the Might skill has on the “Skills” tab.

NOTES

The Notes section of the character sheet is where you can create any additional descriptions of your character, or save information about your campaign. The languages your character can speak are also on this tab.

Some notes are automatically added to this section when you use the drag’n’drop character creation method. Notes about your armor upgrades and weapon proficiencies are two examples of what would be added from your chosen Role. Your default Languages are added from the Origin you choose.

Some actions will update a character’s log sheet. To see those updates, click on the magnifying glass in the lower-left hand corner of this tab. A new window will appear and list all the changes that have been made to the character’s sheet since it was created.

OTHER

The “Other” section will contain any information that is important to the development of your character, but doesn’t necessarily fit in the previous sections.

Your character's movement is set here, and will be automatically set by the Origin if you use the drag’n’drop character creation method.

The Defense Matrix is all of the defenses your character has from either gear, or natural bonuses. By default the 3x4 standard defense Matrix is generated with all values set to zero when the character is created. More defenses can be added to the sheet depending on your campaign storyline.

Hang-up, Benefits, Influences, and any other record that would describe your character's individual traits and/or social quirks, are all kept in the “Character Traits” list.

Your Character’s Botmode Perks are also kept here and are at the bottom of the page for quick access and easy scrolling. To add additional perks or traits to your character, just drag the corresponding record to the header section on this page and it will be automatically added to your character sheet for you.

NOTE: This Notes window will only update if the PLAYER makes the changes to the character sheet, NOT the GM. This will make sure minor changes the GM makes during a campaign are not reflected in the notes and possibly give away gameplay information.