Autobots Prime: Energon Enhanced Protocols (powers)

As discussed during character creation any Transformer is allowed to shift his form into that of a ballistics, melee, or projectile weapon during a maneuver; this can be made up as the player wishes. The Frost/Fire/Electricity magic laid out in the original text has been replaced by plasma, freezing, and electrical based cannons or weapons called "Cyclons." These represent specially enhanced weaponry; you must use one of your power slots to narrate maneuvers and strikes with this technology. While it's not required to choose a Cyclon based weapon, its being an Energon based Protocol makes a big difference. Maneuvering and striking using only ballistics is still encouraged, the difference being that a Strike with ballistics represents a lethal or final explosion or battery of bullets, while a Maneuver is just the peppering of the opponent with gunfire or grenades.

Energon Protocols

Banishment
Type: Action
Cost: 2 plus Eidolon Level in Charge Dice
Effect: This power must be directed against an eidolon, who is thereby automatically banished. This means that the eidolon returns to it's home world with all of it's wound circles marked. This power is costlier for higher-level eidolons. For example, banishing a Level 4 eidolon costs 6 charge dice.

Body Drain
Type: Action
Cost: 4 Energon
Effect: This protocol transfers stamina from the victim to the Transformer activating it. The victim loses 3 Action Dice, and the protocol user gains 3, regardless of defense. This protocol does not work on squads or swarms (but see Mass Effect).

Broadcast Vision Protocol
Brighten
Type: Action
Cost: 2 Energon Dice
Effect: This is a counter-attack protocol, where the Transformer emits a sudden frequency burst that scrambles any code used to broadcast the Blinded condition.

Counter-Optics Broadcast
Blindness
Type: Action
Cost: 2 Energon Dice
Effect: This is a sub-frequency broadcast that inflicts the Blinded condition on a character.

Cryocyclon Engine
Frost vs. Individual (Frost Spikes)
Type: Strike
Cost: 3 Energon Dice
Effect: Cryocyclon enhancements are a series of designs that can be incorporated into the Transformers physical form allowing them to form Cannons which blast freezing liquid or gas materials.
4 extra bonus dice to roll on this strike against an individual
3 extra bonus dice to roll against a squad
2 extra bonus dice to roll against a swarm

Cryocyclon Enhancement
Frost vs. Swarm (Ice Hurricane)
Type: Strike
Cost: 3 Energon Dice
Effect: Cryocyclon engines allow your Transformer to infuse a weapon of their physical form or physical ammunition with sub-zero temperatures, instantly freezing whatever they Strike.
4 extra bonus dice to roll on this strike against a swarm
3 extra bonus dice to roll against a squad
2 extra bonus dice to roll against an individual

D.A.R.K. Broadcast
(Conjure Darkness)
Type: Action
Cost: 2 Energon Dice
Effect: This sub-frequency broadcast inflicts the Darkness condition to any adversaries within the area of conflict.

D.I.S.P.E.L.
Dispel
Type: Action
Cost: 2+ Energon Dice
Effect: Removes all of the following conditions from the targeted character: Darksighted, Empowered, Quickened, Shielded. You can target multiple characters by spending 2 charge dice per additional character. This power cannot remove Integrated Weapons effects (Soulbound Weapons) or Internal Protocols.

Electrocyclon Engine
Electricity vs. Individual (Zap)
Type: Strike
Cost: 3 Energon Dice
Effect: Electrocyclon engines allow your Transformer to infuse a weapon of their physical form or physical ammunition with electrically charged metal filaments.
4 extra bonus dice to roll on this strike against an individual
3 extra bonus dice to roll against a squad
2 extra bonus dice to roll against a swarm

Electrocyclon Enhancements
Electricity vs. Swarm (Chain Lightning)
Type: Strike
Cost: 3 Energon Dice
Effect: Electrocyclon enhancements are a series of designs that can be incorporated into the Transformers physical form allowing them to form Cannons which emit Electrokinetic blasts.
4 extra bonus dice to roll on this strike against a swarm
3 extra bonus dice to roll against a squad
2 extra bonus dice to roll against an individual

Empower
Type: Action
Cost: 2+ Energon Dice
Effect: This protocol grants the Empowered condition to a character designated by the Transformer engaging it. You can grant the condition to multiple characters by spending 1 Energon die per additional character.

Energon Siphon Engine
Vampiric Strike
Type: Action
Cost: 2 Energon Dice
Effect: With this protocol, the Transformer can forge a temporary weapon that drains Energon. If a strike with this weapon inflicts 1 or more wounds, the character using this power heals 1 wound. If the strike does not inflict a wound, the weapon is used, and must be physically discarded and then re-forged. Does not work on Squads/Swarms, see Mass Effect.

Force Attack
Type: Strike
Cost: 4 Energon
Effect: This protocol adds 5 bonus dice to a strike against any kind of opponent.

Force Reboot
Restore
Type: Action
Cost: 1+ Energon Dice
Effect: This is another, more powerful, sub-frequency broadcast that removes Blindess or Poison from 1 character. You can remove several conditions (from one or multiple players) by spending an additional Energon Die per person.

Guard
Type: Maneuver
Cost: 1 Energon
Effect: Any strike against an ally that you dedicate when invoking this power must instead be directed at you. If someone makes a strike against you, whether directly or redirected because of this protocol, the effect of this power ends at the beginning of your turn following that strike.

Heroics
Type: Achievement
Cost: 2 Energon
Effect: This power adds 4 bonus dice to an achievement roll.

Kinetic Surge
Elemental Surge
Type: Action
Cost: 1 Energon Die
Effect: This protocol adds 2 bonus dice to the effect of any Kinetic protocol (Electrokinetic, Pyrokinetic, or Cryokinetic engines and enhancements)

Leap Attack
Type: Strike
Cost: 1 Energon
Effect: This protocol adds 2 bonus dice to a strike against an individual or 1 bonus die against a squad or swarm.

Mass Effect
Type: Boost
Cost: 1 Energon
Effect: This power can be used in combination with Body Drain, Spark Drain, Energon Transfer, Poison Virus, S.L.O. Virus, Energon Siphon, or Sparkslayer to allow those powers to be used against Squads or Swarms.

Multikinetic Shield
Shield
Type: Action
Cost: 2+ Energon Dice
Effect: This protocol grants the Shielded condition to a character designated by the power user. You can grant the condition to multiple characters by spending 1 Energon Die pwer additional person.

Nightvision
Type: Action
Cost: 1+ Energon
Effect: This protocol grants the Darksighted condition to the characters designated by the protocol user, which works exactly like the Darksight passive protocol. The cost is 1 Energon die per character effected.

Pyrocyclon Engines
Fire vs. Individual (Blaze)
Type: Strike
Cost: 3 Energon Dice
Effect: Pyrocyclon engines allow your Transformer to infuse a weapon of their physical form or physical ammunition with superheated energy.
4 extra bonus dice to roll on this strike against an individual
3 extra bonus dice to roll against a squad
2 extra bonus dice to roll against a swarm

Pyrocyclon Enhancement
Fire vs. Swarm (Firestorm)
Type: Strike
Cost: 3 Energon Dice
Effect: Pyrocyclon enhancements are a series of designs that can be incorporated into the Transformers physical form allowing them to form Cannons which emit super-heated Pyrokinetic plasma blasts.
4 extra bonus dice to roll on this strike against a swarm
3 extra bonus dice to roll against a squad
2 extra bonus dice to roll against an individual

Poison (Virus Protocol)
Poison
Type: Action
Cost: 2 Energon Dice
Effect: This protocol broadcasts a sub-frequency viral code that inflicts the Poisoned condition on a character. Until this condition is cleared from the host-system, the Transformer inflicted will loose 1 Action Dice from their pool at the beginning of every turn. Protocol does not work on Squads or Swarms.

Quicken
Type: Action
Cost: 2+ Energon
Effect: This protocol grants the Quickened condition to a character designated by the protocol user. You can grant the condition to multiple characters by spending 1 Energon die per additional character.

Refresh
Type: Action
Cost: 2+ Energon Dice
Effect: This protocol strengthens a characters Stamina. The target's current number of action dice in the character's Action Pool is raised by 4. This power does not work on squads or swarms (but see Mass Effect). You can apply this power to several characters at once by paying 2 Energon Dice for each one.

Rise of the Phoenix
Type: Action
Cost: 5 Energon
Effect: This protocol can bring a defeated character back into the conflict. The target character heals 1 wound circle and can participate as normal, with her current pool levels, and resuming her position in the order of turns. This protocol does not work on squads or swarms and cannot be used with Mass Effect. It does not work on characters who still have on eor more unmarked wound circles, that is, characters who are not defeated.

Shadow Strike
Type: Strike
Cost: 1 Energon
Effect: This protocol adds 3 bonus dice to a Strike against an opponent who suffers the effects of Darkness or Blinded conditions.

S.L.O. Virus Protocol
Slow
Type: Action
Cost: 2 Energon Dice
Effect: This protocol broadcasts a sub-frequency viral code that temporarily slows the target down. The victim's current number of Strike dice in the character's Strike Pool is reduced to half (rounded up). This protocol does not work on squads or swarms (but see Mass Effect).

Spark Drain
Life Drain
Type: Action
Cost: 6 Energon Dice
Effect: This protocol transfers the life-spark from a Transformer into their attacker. The victim takes 1 wound, and the user heals 1 wound (if applicable), regardless of defense. This protocol does not work on squads or swarms (but see Mass Effect)

Sparkslayer
Weaken
Type: Action
Cost: 2 Energon Dice
Effect: With this protocol, the Transformer can create a device that emits a concentrated blast of Energon plasma. Any Transformer targeted by the blast looses 3 from their Action Pool, as the attack depletes their very life-spark. Does not work on Squads/Swarms.

Super Combo Strike
Type: Action
Cost: 1+ Energon
Effect: This protocol allows the user to make a combined Strike with another character. These are the kind of Strikes that teams do together at the climax of a showdown. For each Energon die you spend, a character of your choice gains a bonus die to their Strike this round. Your character now actively participates in that Strike, which probably includes all sorts of flashing lights, energy beams, tremors, thunderclaps, vaults high into the air, characters tossing each other at the enemy, and so on. You can combine this power with other Strike powers, if you have the Energon dice to pay for them.

Superior Protocol Control
Type: Boost
Cost: 2 Energon
Effect: This power allows the user to use a Strike Protocol after rolling the Strike dice. The player first rolls for the Strike, then invokes this protocol and pays 2 Energon plus any Energon dice costs for the additional Protocol(s) to be applied. Then the player rolls any dice granted by the protocol and adds them to the Strike roll.

Whirlwind Attack
Type: Action
Cost: 1 Energon
Effect: This protocol adds 2 bonus dice to a Strike against a Squad or 1 bonus die against a Swarm or an Individual.


Kinetic Shockwave
Type: Strike
Cost: 5 Energon
Effect: This protocol, originally developed by the Decepticons, allows the Transformer to emit a pulse-blast of concentrated Energon plasma, which decimates anything surrounding the Transformer. This attack gains +2 bonus dice to the Strike, and contacts everyone within the perimeter of the effect, unless appropriately shielded, regardless of friend or foe. Players hoping to shield themselves from the effect can spend strike dice to hit an Achievement 2 to seek cover, per use of the power. Again, this achievement includes friends and foes.


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