lightningcat
2019-02-03, 07:07 PM
I want to expand my current Ability list for my Transformers game, but in order to do so I need one more Ability. It needs to be broad enough to be worth spending points on. I am sure what I am looking for is already listed as a specialty or series of specialties, but I need awider perspective.
So I bring it to the Playground, what am I missing? What should be expanded? Maybe I should get rid of some instead?
ACADEMICS
Academics is a wide-ranging Ability that represents the sum of a person’s higher education in the Arts and Humanities – everything from history to linguistics, literature, theater and the study of law. Characters don’t necessarily have to be college graduates in order to possess this Ability. An inner-city kid with access to a library and a voracious appetite for knowledge could have a high rating in Academics. A college graduate who spent more time partying than studying could have a very low rating. Conversely, a self-taught individual who read voraciously and studied intensively could have high dots without ever earning a diploma.
Trait Effects: A character with Academics 1 has a basic, working knowledge of the liberal arts. She’s familiar with the basic disciplines (English, history, art, etc.), and can find her way around a library with difficulty. A character with Academics 3 is a well-read and knowledgeable individual, and she can learn what she doesn’t know in a few hours of focused research. A character with Academics 5 is highly educated or extremely well read. She’s a veritable font of information, able to speak knowledgeably on a widevariety of subjects.
Specialties: Phylogeny, Psychodynamics, Sociobiology, Anthropology, Economics, History, Law, Philosophy, Political Science, Psychology, Sociology, Theology, Anthropology, Art, English, Research, Specific Time Period,
AMELIORATION
While Transformers are machines, they are infinitely more complicated than a car or radio. Amelioration is the Transformer equivalent to Medicine, and governs the skills necessary to repair and upgrade Transformers. Treating cyborgs requires equal knowledge of both Amelioration and Medicine.
Trait Effects: A character with Amelioration 1 has a basic understanding of Transformer physiology and Components. A character with Amelioration 3 is fully capable of building and installing entirely new Components or repairing even the worst damage without a C/R chamber. A character with Amelioration 5 is capable of creating a new Transformer with only the tools available on Earth, though the resources to do so may be beyond him.
Specialties: Component Installation, Emergency Care, General Repair, Cybernetics,
ANIMAL KEN
Anticipating and understanding human emotions is one thing, but being able to interpret and recognize the behavior of animals is something else entirely. Your character intuitively grasps or has been trained to read animals to know how they react to situations. The Ability also involves innately understanding how the animal mind operates, and what may appease or enrage beasts. The knack often coincides with a respect for animals, but it could derive from the analytical observation of a lab scientist or from years of abuse inflicted by a callous animal handler. Characters use Animal Ken when attempting to handle or train a wild or domesticated animal. This Ability is also used when a character is trying to befriend or calm a hostile animal such as a stray dog or a wild horse, or to treat an injured or sick animal. Animal Ken could be applied to grasp the thoughts or intentions of paranatural animals, if the Storyteller allows. Sometimes these beings have human or greater intelligence and cannot be read by this Ability alone. While a fairly common Ability for Humans, Transformers only rarely deal with creatures that would be covered by this Ability.
Trait Effects: A character with Animal Ken 1 has a basic understanding of animal health and behavior. She can avoid getting bitten by strange dogs and can teach pets basic tricks. A character with Animal Ken 3 is an experienced animal handler and can work safely with even wild animals, from horses to tigers. A character with Animal Ken 5 has an almost supernatural connection with animals, able to win the trust and acceptance of even the most skittish or hostile creatures.
Specialties: Animal Needs, Imminent Attack, Specific Kind of Animal, Training, Beasts of Burden, Riding, Specific Environment, Dominance,
ATHLETICS
Athletics allows a character to move with grace and ease. It’s one thing to say that someone is strong or agile but another thing entirely to say that he is athletic. This Ability describes a character’s physical fitness, coordination and endurance, as well as his skill in applying himself to physical activity. Characters use Athletics to climb walls, to leap from rooftop to rooftop and to swim across swift-moving rivers. It covers Feats of Strength, balance, coordination and reflexes.
Trait Effects: Someone with Athletics 1 can probably keep his balance while fighting on an iced-over river. Someone with Athletics 3 can climb a stone building without any additional tools. Someone with Athletics 5 can use a busy freeway as a parkor route without being in any real danger.
Specialties: Acrobatics, Climbing, Kayaking, Leaping, Lifting Heavy Objects, Distance Trials, Sprinting, Sure-Footed, Swimming, Dancing, Specific Sport, Team Play, Brachiation, Falling,
ART
Producing works of art demands both imagination and skill. It requires both the spark of creativity and hard-won technique to carve a sculpture, write a song or deliver a moving soliloquy. This Ability represents the physical skill required to create or perform works of art and entertainment. By the same token, this Ability can also be used to gauge the merit of a work of art and critique it objectively. The Art Ability covers non-performance art, be it written, visual, or sculptural. Art does not cover the creation of useful
objects, instead it covers those that are appealing or interesting.. If the character is attempting to make an item that is both useful and artistic, he uses the lower of the two abilities for all rolls. While there are many schools for artists, it is more common for them to begin developing their skills as a hobby. Later going to school for advanced training, or jumping straight into artistic endeavors. Characters use Art when creating pieces of art, or in the case of restoring it.
Trait Effects: A character with Art 1 is a dedicated amateur, they may do it for the pure enjoyment or it might be a secondary job. A character with Art 3 is a professional that can live off of their artwork alone. A character with Art 5 is well known in the art world, and will be talked about long after they are gone.
Specialties: 3-D, Calligraphy, Drawings, Paintings, Novels, Short Stories, Sculpting, Portraits, Landscapes, Infotainment, Restoration Projects, Murals, Animation, Manga, Comics, Writing a Particular Genre, Photography, Forgeries,
AWARENESS
This trait is important in combat. Most people are reasonably alert and aware of their surroundings, but those with the Awareness Ability have honed their powers of observation to an exceptional degree. Constant alertness might be a part of their profession, as it is with a police detective or a bodyguard, or it might be a matter of survival, as it is with a soldier or a gang leader. Characters use Awareness when they are searching a room or observing a person and looking for telltale clues about his intentions. It’s also used to detect hidden enemies or to foil sneak attacks.
Trait Effects: A character with Awareness 1 is fairly alert at all times. She can notice simple clues and uncover poorly hidden objects most of the time. A character with Awareness 3 is sharply observant. She has an eye for telling details and is constantly aware of potential dangers in her environment. A character with Awareness 5 is almost supernaturally alert. Her senses are sharpened to such a keen edge that almost nothing escapes her notice.
Specialties: Seeing in Poor Light, Tracking, Listening, Ambushes, Paranoia, Traps, Senses, Keeping Watch, Hidden Objects, Surreptitious Observation,
BRAWL
This trait is important in combat. Brawl defines your character’s prowess at unarmed combat, whether he’s a black belt in karate, a hard-bitten street tough or a college student who’s taken a few self-defense courses. Maybe he learned some techniques in the military. Characters with this Ability know how to hit an opponent, where to hit for maximum effect and how to defend themselves from attack. It can mean using fists, but also elbows, knees, shoulders, head butts wrestling, joint locks and choke holds. Characters with a several dots could be familiar with multiple techniques of unarmed combat. Expertise in such techniques is reflected in the various Fighting Style Merits, or Martial Art Techniques.
Trait Effects: A character with Brawl 1 knows how to fight. He’s skilled enough to hold his own on a Friday night at the local roadhouse or perform the basic moves flawlessly in an exhibition. A character with Brawl 3 is a skilled and dangerous fighter. He’s knocked out her share of tough guys and has the scarred knuckles to prove it. A character with Brawl 5 can fight a dozen thugs while simultaneously showing off all of her moves in a precise and beautiful manner. He is a master martial artist or champion Ultimate Fighter. Most of his opponents never know what hit them.
Specialties: Boxing, Dirty Tricks, Fighting in Armor, Grappling, Multiple Opponents, Specific Martial Art Style, Specific Fighting Style, Throws, Wrestling, Clinches, Organized Matches, Demonstrations, Showing Off,
BUREAUCRACY
Bureaucracy covers dealing with commerce, laws and official regulations. It includes everything from a thorough knowledge of paperwork to an expertise with bargaining and making sales pitches. Characters possessing this Ability are not only familiar with the way the political process works, they’re experienced with bureaucracies and know exactly who to call in a given situation to get something done. Your character keeps track of who’s in power and how she got there, along with her potential rivals. This Ability is essential for anyone who wishes to make his living as a merchant or a government official. However, other Abilities are necessary if the merchant or bureaucrat wishes to evaluate goods or negotiate the social complexities of political life. He has a grasp of the issues of the moment and how they affect the political process, and knows whose palms to grease. It’s possible that your character acquired this Ability by running for political office at some point, or by working on a campaign or as a public servant. Or he could simply be someone who follows the news and understands the money trail. A few uses include: access official records; guess what the local government is covering up, and why; secure permission to enter government installations and use their resources; find whistle-blowers inside the system who will tell you the truth; power-search through masses of reports and useless data to find the secret nugget of useful info concealed within; get information an organization finds embarrassing, by convincing them that you’ll respect their secrets.
Trait Effects: Someone with Bureaucracy 1 can probably bribe a slightly corrupt official or sell aging horses at the same price as a young ones. Someone with Bureaucracy 3 can turn a small sum into a large fortune in a season of careful trading or swiftly negotiate her way through a complex and ill-managed bureaucracy. Someone with Bureaucracy 5 could out-compete the mob boss in a local market or reform the US federal bureaucracy.
Specialties: Local Beat, Federal Agencies, International Agencies, Courts, Crimes, Customs, Jurisdiction, Bending Rules, Stock Markets, International Trade, Buyouts, Takeovers, Futures, Investments, Bonds, Litigation, Laws, Secrets, Currency, Bribery, Commerce, Elections, Illegal Business, Local, Scandals, State, INTERPOL, United Nations,
COMPUTER
Characters possessing this Ability have the necessary training or experience to operate a computer. Though the Transformers makes great use of computers, Earth’s highly information-based society relies on them a great deal as well. Those characters with low scores in Computer may know how to manipulate their way through simple software, whereas those with high scores can program, build their own and hack. People with high levels in this Ability are familiar with a variety of programming languages and operating systems. Note that dots in Computer do not apply to manually fixing or building machines, only to operating them. Construction and repair of computers is the province of the Crafts Ability.
Trait Effects: A character with Computer 1 can install or work through most software. A character with Computer 3 is able to get the most out of computer programs and is able to craft new one when needed. A character with Computer 5 is able to create his own computer languages and operating systems.
Specialties: Artificial Intelligence, Cryptography, Data Retrieval, Database Manipulation, Graphics, File Manipulation, Hacking, Internet, Network Defense, Programming, Viruses, Web Design, Computer Languages, Telecommunications,
CRAFT
Craft is the Ability to make and repair useful objects, from chairs to clothing to car engines. Characters possessing this Ability typically have the knowledge, but not necessarily the tools or facilities to make use of their capabilities. A character might be an exceptional mechanic, for example, but still needs to sweet-talk his boss into opening up the garage after-hours to work on his friend’s car. Crafting an object is almost always an extended roll, with the length of time and number of successes required determined by the complexity of the piece. The Storyteller has final say on the time required and the number of successes needed for a particular item. Most people learn these skills in a kind of apprenticeship, starting at a job doing small tasks and working their way up as their aptitude increases. Some people learn their trade as part of a family business. Others begin with a hobby that becomes a full-time pursuit. Most of these trades require an extensive set of tools and a workshop in which to operate, but some craftspeople get by with just a box of tools and whatever flat surface is handy. Characters use Craft when building or repairing objects or equipment.
Trait Effects: A character with Craft 1 is good with her hands and has a basic understanding of her trade. With the right tools and enough time, she can turn out well-made, useful items. A character with Craft 3 is a highly skilled, experienced craftsperson, capable of making high-quality objects quickly or improvising repairs with whatever resources are available. A character with Craft 5 can do wonders with her hands and a simple set of tools. She can build objects from improvised materials and whip a total wreck into
working order with a paper clip and a roll of duct tape.
Specialties: Automobiles, Aircraft, Forging, Firearms, Electrical Devices, Jury-Rigging, Metalwork, Mechanic Devices, Sculpting, Structures, Sewing, TransTech, Woodworking, Carving Bone, Field Expediencies, Taking Extra Time, Working in Haste, In a Well Equipped Workshop, Without Tools, Circuitry,
DEMOLITIONS
The character has a knowledge of explosives and demolitions that allows him to build and set off all types of bombs. He know how to handle nearly anything: dynamite, plastic explosives, nitroglycerin, black powder, blasting cord, nitro cellulose, even napalm. Additionally, he knows techniques for disarming explosives or causing non-explosives to catastrophically fail. When used to create explosives, this Ability follows the same rules as the Craft Ability.
Trait Effects: Someone with Demolitions 1 is able to set most types of explosives, and make some of the simpler ones without killing himself. Someone with Demolitions 3 is competent with making most kinds of explosives from scratch and is able to disarm other people's devices with little change of blowing himself up. Someone with Demolitions 5 is only a threat to anyone who annoys him.
Specialties: Bomb Defusion, Car Bombs, Dynamite, Explosives Detection, IEDs, Plastic Explosives, Sabotage,
DODGE
This trait is important in combat. Dodge allows a character to deftly move out of the way of harm. In addition to dodging the blades of his enemies and the claws of monstrous alien beasts, characters can also use Dodge to escape harm from rockslides, avalanches, traps and other inanimate sources of harm. Finally, Dodge can be used to maneuver around enemies, such as diving under their legs to get behind them or slipping past someone guarding an entryway. While not as important to most people, this Ability also covers acrobatic stunts and contortions.
Trait Effects: Someone with Dodge 1 can usually avoid a thug’s knife or a boulder rolling downhill. Someone with Dodge 3 can avoid the blows of a highly trained warrior. Someone with Dodge 5 can escape harm when fighting an inhumanly skilled individuals such as Starscream or Sideswipe.
Specialties: Animal Attacks, Explosions, Firearm Attacks, Guided Attacks, Multiple Opponents, On Slippery or Unstable Terrain, When Unarmed, Acrobatics, Contortions,
ENGINEERING
Engineering is the Ability to make and repair large objects and structures, it is also used when leading construction projects consisting of multiple people. In many ways, Engineering is the same as the Craft Ability, but on a larger, and less personal, scale. Engineering covers applied sciences, such as aerospace engineering, bioengineering, metallurgy, environmental engineering, and so on. Characters use Craft when in charge of building projectsor large-scale repair operations.
Trait Effects: A character with Engineering 1 can design and create a hiking trail. A character with Engineering 3 is the lead on housing developments. A character with Engineering 5 is called in when someone wants a moonbase built.
Specialties: Aerospace, Automobiles, Aircraft, Civil, Infrastructure, Military, Reconstruction, Starships, Structures, TransTech, Watercraft,
HANDLING
The Handling Ability allows your character to operate a vehicle under difficult or dangerous conditions. Characters don’t need this Ability simply to drive a car. It’s safe to assume in a modern society that most individuals are familiar with automobiles and the rules of the road. Rather, this trait covers the training or experience necessary to operate at high speeds, to tackle hazardous road conditions and to push a vehicle to the limits of its performance. Handling is the difference between a typical suburban parent with a minivan and a police officer, car thief or racecar driver. The Ability also applies to piloting and controlling boats; your character’s Handling dots are applied equally to handling boats. In order for your character to be able to pilot a plane, he needs an appropriate aircraft Specialty in the Ability. With that, efforts to control a plane call for a Handling-based roll, plus one die for your character’s Specialty. A character with the Handling Ability who does not possess an appropriate Specialty cannot effectively operate a plane, suffering an additional -2 untrained penalty to his Handling roll, this penalty is only negated by the Dabbler Merit if the character has dots in the Handling Ability. The same restriction applies to spacecraft and submarines. Transformers with Alt-Modes of vehicles that require specialties to operate properly do not suffer this additional untrained penalty for rolls made in their Alt-Mode. Note that dots in Handling do not apply to fixing or building vehicles, only to operating them. Construction and repair of vehicles is the province of the Crafts Ability.
Specialties: Boats, Capital Spacecraft, Chases, Compact Cars, Daredevil Maneuvers, Heavy Traffic, High-Performance Cars, Intermediate Spacecraft, In Combat, Motorcycles, Muscle Cars, Off-Road, Performance/Fighter Aircraft, Personal Aircraft, Personal Submarines, Rotary Wing Aircraft, Service/Bomber Aircraft, Shaking Tails, Small Spacecraft, Stunts, Submersible Vehicles, Tailing,
Trucks, Jumps, Racing,
So I bring it to the Playground, what am I missing? What should be expanded? Maybe I should get rid of some instead?
ACADEMICS
Academics is a wide-ranging Ability that represents the sum of a person’s higher education in the Arts and Humanities – everything from history to linguistics, literature, theater and the study of law. Characters don’t necessarily have to be college graduates in order to possess this Ability. An inner-city kid with access to a library and a voracious appetite for knowledge could have a high rating in Academics. A college graduate who spent more time partying than studying could have a very low rating. Conversely, a self-taught individual who read voraciously and studied intensively could have high dots without ever earning a diploma.
Trait Effects: A character with Academics 1 has a basic, working knowledge of the liberal arts. She’s familiar with the basic disciplines (English, history, art, etc.), and can find her way around a library with difficulty. A character with Academics 3 is a well-read and knowledgeable individual, and she can learn what she doesn’t know in a few hours of focused research. A character with Academics 5 is highly educated or extremely well read. She’s a veritable font of information, able to speak knowledgeably on a widevariety of subjects.
Specialties: Phylogeny, Psychodynamics, Sociobiology, Anthropology, Economics, History, Law, Philosophy, Political Science, Psychology, Sociology, Theology, Anthropology, Art, English, Research, Specific Time Period,
AMELIORATION
While Transformers are machines, they are infinitely more complicated than a car or radio. Amelioration is the Transformer equivalent to Medicine, and governs the skills necessary to repair and upgrade Transformers. Treating cyborgs requires equal knowledge of both Amelioration and Medicine.
Trait Effects: A character with Amelioration 1 has a basic understanding of Transformer physiology and Components. A character with Amelioration 3 is fully capable of building and installing entirely new Components or repairing even the worst damage without a C/R chamber. A character with Amelioration 5 is capable of creating a new Transformer with only the tools available on Earth, though the resources to do so may be beyond him.
Specialties: Component Installation, Emergency Care, General Repair, Cybernetics,
ANIMAL KEN
Anticipating and understanding human emotions is one thing, but being able to interpret and recognize the behavior of animals is something else entirely. Your character intuitively grasps or has been trained to read animals to know how they react to situations. The Ability also involves innately understanding how the animal mind operates, and what may appease or enrage beasts. The knack often coincides with a respect for animals, but it could derive from the analytical observation of a lab scientist or from years of abuse inflicted by a callous animal handler. Characters use Animal Ken when attempting to handle or train a wild or domesticated animal. This Ability is also used when a character is trying to befriend or calm a hostile animal such as a stray dog or a wild horse, or to treat an injured or sick animal. Animal Ken could be applied to grasp the thoughts or intentions of paranatural animals, if the Storyteller allows. Sometimes these beings have human or greater intelligence and cannot be read by this Ability alone. While a fairly common Ability for Humans, Transformers only rarely deal with creatures that would be covered by this Ability.
Trait Effects: A character with Animal Ken 1 has a basic understanding of animal health and behavior. She can avoid getting bitten by strange dogs and can teach pets basic tricks. A character with Animal Ken 3 is an experienced animal handler and can work safely with even wild animals, from horses to tigers. A character with Animal Ken 5 has an almost supernatural connection with animals, able to win the trust and acceptance of even the most skittish or hostile creatures.
Specialties: Animal Needs, Imminent Attack, Specific Kind of Animal, Training, Beasts of Burden, Riding, Specific Environment, Dominance,
ATHLETICS
Athletics allows a character to move with grace and ease. It’s one thing to say that someone is strong or agile but another thing entirely to say that he is athletic. This Ability describes a character’s physical fitness, coordination and endurance, as well as his skill in applying himself to physical activity. Characters use Athletics to climb walls, to leap from rooftop to rooftop and to swim across swift-moving rivers. It covers Feats of Strength, balance, coordination and reflexes.
Trait Effects: Someone with Athletics 1 can probably keep his balance while fighting on an iced-over river. Someone with Athletics 3 can climb a stone building without any additional tools. Someone with Athletics 5 can use a busy freeway as a parkor route without being in any real danger.
Specialties: Acrobatics, Climbing, Kayaking, Leaping, Lifting Heavy Objects, Distance Trials, Sprinting, Sure-Footed, Swimming, Dancing, Specific Sport, Team Play, Brachiation, Falling,
ART
Producing works of art demands both imagination and skill. It requires both the spark of creativity and hard-won technique to carve a sculpture, write a song or deliver a moving soliloquy. This Ability represents the physical skill required to create or perform works of art and entertainment. By the same token, this Ability can also be used to gauge the merit of a work of art and critique it objectively. The Art Ability covers non-performance art, be it written, visual, or sculptural. Art does not cover the creation of useful
objects, instead it covers those that are appealing or interesting.. If the character is attempting to make an item that is both useful and artistic, he uses the lower of the two abilities for all rolls. While there are many schools for artists, it is more common for them to begin developing their skills as a hobby. Later going to school for advanced training, or jumping straight into artistic endeavors. Characters use Art when creating pieces of art, or in the case of restoring it.
Trait Effects: A character with Art 1 is a dedicated amateur, they may do it for the pure enjoyment or it might be a secondary job. A character with Art 3 is a professional that can live off of their artwork alone. A character with Art 5 is well known in the art world, and will be talked about long after they are gone.
Specialties: 3-D, Calligraphy, Drawings, Paintings, Novels, Short Stories, Sculpting, Portraits, Landscapes, Infotainment, Restoration Projects, Murals, Animation, Manga, Comics, Writing a Particular Genre, Photography, Forgeries,
AWARENESS
This trait is important in combat. Most people are reasonably alert and aware of their surroundings, but those with the Awareness Ability have honed their powers of observation to an exceptional degree. Constant alertness might be a part of their profession, as it is with a police detective or a bodyguard, or it might be a matter of survival, as it is with a soldier or a gang leader. Characters use Awareness when they are searching a room or observing a person and looking for telltale clues about his intentions. It’s also used to detect hidden enemies or to foil sneak attacks.
Trait Effects: A character with Awareness 1 is fairly alert at all times. She can notice simple clues and uncover poorly hidden objects most of the time. A character with Awareness 3 is sharply observant. She has an eye for telling details and is constantly aware of potential dangers in her environment. A character with Awareness 5 is almost supernaturally alert. Her senses are sharpened to such a keen edge that almost nothing escapes her notice.
Specialties: Seeing in Poor Light, Tracking, Listening, Ambushes, Paranoia, Traps, Senses, Keeping Watch, Hidden Objects, Surreptitious Observation,
BRAWL
This trait is important in combat. Brawl defines your character’s prowess at unarmed combat, whether he’s a black belt in karate, a hard-bitten street tough or a college student who’s taken a few self-defense courses. Maybe he learned some techniques in the military. Characters with this Ability know how to hit an opponent, where to hit for maximum effect and how to defend themselves from attack. It can mean using fists, but also elbows, knees, shoulders, head butts wrestling, joint locks and choke holds. Characters with a several dots could be familiar with multiple techniques of unarmed combat. Expertise in such techniques is reflected in the various Fighting Style Merits, or Martial Art Techniques.
Trait Effects: A character with Brawl 1 knows how to fight. He’s skilled enough to hold his own on a Friday night at the local roadhouse or perform the basic moves flawlessly in an exhibition. A character with Brawl 3 is a skilled and dangerous fighter. He’s knocked out her share of tough guys and has the scarred knuckles to prove it. A character with Brawl 5 can fight a dozen thugs while simultaneously showing off all of her moves in a precise and beautiful manner. He is a master martial artist or champion Ultimate Fighter. Most of his opponents never know what hit them.
Specialties: Boxing, Dirty Tricks, Fighting in Armor, Grappling, Multiple Opponents, Specific Martial Art Style, Specific Fighting Style, Throws, Wrestling, Clinches, Organized Matches, Demonstrations, Showing Off,
BUREAUCRACY
Bureaucracy covers dealing with commerce, laws and official regulations. It includes everything from a thorough knowledge of paperwork to an expertise with bargaining and making sales pitches. Characters possessing this Ability are not only familiar with the way the political process works, they’re experienced with bureaucracies and know exactly who to call in a given situation to get something done. Your character keeps track of who’s in power and how she got there, along with her potential rivals. This Ability is essential for anyone who wishes to make his living as a merchant or a government official. However, other Abilities are necessary if the merchant or bureaucrat wishes to evaluate goods or negotiate the social complexities of political life. He has a grasp of the issues of the moment and how they affect the political process, and knows whose palms to grease. It’s possible that your character acquired this Ability by running for political office at some point, or by working on a campaign or as a public servant. Or he could simply be someone who follows the news and understands the money trail. A few uses include: access official records; guess what the local government is covering up, and why; secure permission to enter government installations and use their resources; find whistle-blowers inside the system who will tell you the truth; power-search through masses of reports and useless data to find the secret nugget of useful info concealed within; get information an organization finds embarrassing, by convincing them that you’ll respect their secrets.
Trait Effects: Someone with Bureaucracy 1 can probably bribe a slightly corrupt official or sell aging horses at the same price as a young ones. Someone with Bureaucracy 3 can turn a small sum into a large fortune in a season of careful trading or swiftly negotiate her way through a complex and ill-managed bureaucracy. Someone with Bureaucracy 5 could out-compete the mob boss in a local market or reform the US federal bureaucracy.
Specialties: Local Beat, Federal Agencies, International Agencies, Courts, Crimes, Customs, Jurisdiction, Bending Rules, Stock Markets, International Trade, Buyouts, Takeovers, Futures, Investments, Bonds, Litigation, Laws, Secrets, Currency, Bribery, Commerce, Elections, Illegal Business, Local, Scandals, State, INTERPOL, United Nations,
COMPUTER
Characters possessing this Ability have the necessary training or experience to operate a computer. Though the Transformers makes great use of computers, Earth’s highly information-based society relies on them a great deal as well. Those characters with low scores in Computer may know how to manipulate their way through simple software, whereas those with high scores can program, build their own and hack. People with high levels in this Ability are familiar with a variety of programming languages and operating systems. Note that dots in Computer do not apply to manually fixing or building machines, only to operating them. Construction and repair of computers is the province of the Crafts Ability.
Trait Effects: A character with Computer 1 can install or work through most software. A character with Computer 3 is able to get the most out of computer programs and is able to craft new one when needed. A character with Computer 5 is able to create his own computer languages and operating systems.
Specialties: Artificial Intelligence, Cryptography, Data Retrieval, Database Manipulation, Graphics, File Manipulation, Hacking, Internet, Network Defense, Programming, Viruses, Web Design, Computer Languages, Telecommunications,
CRAFT
Craft is the Ability to make and repair useful objects, from chairs to clothing to car engines. Characters possessing this Ability typically have the knowledge, but not necessarily the tools or facilities to make use of their capabilities. A character might be an exceptional mechanic, for example, but still needs to sweet-talk his boss into opening up the garage after-hours to work on his friend’s car. Crafting an object is almost always an extended roll, with the length of time and number of successes required determined by the complexity of the piece. The Storyteller has final say on the time required and the number of successes needed for a particular item. Most people learn these skills in a kind of apprenticeship, starting at a job doing small tasks and working their way up as their aptitude increases. Some people learn their trade as part of a family business. Others begin with a hobby that becomes a full-time pursuit. Most of these trades require an extensive set of tools and a workshop in which to operate, but some craftspeople get by with just a box of tools and whatever flat surface is handy. Characters use Craft when building or repairing objects or equipment.
Trait Effects: A character with Craft 1 is good with her hands and has a basic understanding of her trade. With the right tools and enough time, she can turn out well-made, useful items. A character with Craft 3 is a highly skilled, experienced craftsperson, capable of making high-quality objects quickly or improvising repairs with whatever resources are available. A character with Craft 5 can do wonders with her hands and a simple set of tools. She can build objects from improvised materials and whip a total wreck into
working order with a paper clip and a roll of duct tape.
Specialties: Automobiles, Aircraft, Forging, Firearms, Electrical Devices, Jury-Rigging, Metalwork, Mechanic Devices, Sculpting, Structures, Sewing, TransTech, Woodworking, Carving Bone, Field Expediencies, Taking Extra Time, Working in Haste, In a Well Equipped Workshop, Without Tools, Circuitry,
DEMOLITIONS
The character has a knowledge of explosives and demolitions that allows him to build and set off all types of bombs. He know how to handle nearly anything: dynamite, plastic explosives, nitroglycerin, black powder, blasting cord, nitro cellulose, even napalm. Additionally, he knows techniques for disarming explosives or causing non-explosives to catastrophically fail. When used to create explosives, this Ability follows the same rules as the Craft Ability.
Trait Effects: Someone with Demolitions 1 is able to set most types of explosives, and make some of the simpler ones without killing himself. Someone with Demolitions 3 is competent with making most kinds of explosives from scratch and is able to disarm other people's devices with little change of blowing himself up. Someone with Demolitions 5 is only a threat to anyone who annoys him.
Specialties: Bomb Defusion, Car Bombs, Dynamite, Explosives Detection, IEDs, Plastic Explosives, Sabotage,
DODGE
This trait is important in combat. Dodge allows a character to deftly move out of the way of harm. In addition to dodging the blades of his enemies and the claws of monstrous alien beasts, characters can also use Dodge to escape harm from rockslides, avalanches, traps and other inanimate sources of harm. Finally, Dodge can be used to maneuver around enemies, such as diving under their legs to get behind them or slipping past someone guarding an entryway. While not as important to most people, this Ability also covers acrobatic stunts and contortions.
Trait Effects: Someone with Dodge 1 can usually avoid a thug’s knife or a boulder rolling downhill. Someone with Dodge 3 can avoid the blows of a highly trained warrior. Someone with Dodge 5 can escape harm when fighting an inhumanly skilled individuals such as Starscream or Sideswipe.
Specialties: Animal Attacks, Explosions, Firearm Attacks, Guided Attacks, Multiple Opponents, On Slippery or Unstable Terrain, When Unarmed, Acrobatics, Contortions,
ENGINEERING
Engineering is the Ability to make and repair large objects and structures, it is also used when leading construction projects consisting of multiple people. In many ways, Engineering is the same as the Craft Ability, but on a larger, and less personal, scale. Engineering covers applied sciences, such as aerospace engineering, bioengineering, metallurgy, environmental engineering, and so on. Characters use Craft when in charge of building projectsor large-scale repair operations.
Trait Effects: A character with Engineering 1 can design and create a hiking trail. A character with Engineering 3 is the lead on housing developments. A character with Engineering 5 is called in when someone wants a moonbase built.
Specialties: Aerospace, Automobiles, Aircraft, Civil, Infrastructure, Military, Reconstruction, Starships, Structures, TransTech, Watercraft,
HANDLING
The Handling Ability allows your character to operate a vehicle under difficult or dangerous conditions. Characters don’t need this Ability simply to drive a car. It’s safe to assume in a modern society that most individuals are familiar with automobiles and the rules of the road. Rather, this trait covers the training or experience necessary to operate at high speeds, to tackle hazardous road conditions and to push a vehicle to the limits of its performance. Handling is the difference between a typical suburban parent with a minivan and a police officer, car thief or racecar driver. The Ability also applies to piloting and controlling boats; your character’s Handling dots are applied equally to handling boats. In order for your character to be able to pilot a plane, he needs an appropriate aircraft Specialty in the Ability. With that, efforts to control a plane call for a Handling-based roll, plus one die for your character’s Specialty. A character with the Handling Ability who does not possess an appropriate Specialty cannot effectively operate a plane, suffering an additional -2 untrained penalty to his Handling roll, this penalty is only negated by the Dabbler Merit if the character has dots in the Handling Ability. The same restriction applies to spacecraft and submarines. Transformers with Alt-Modes of vehicles that require specialties to operate properly do not suffer this additional untrained penalty for rolls made in their Alt-Mode. Note that dots in Handling do not apply to fixing or building vehicles, only to operating them. Construction and repair of vehicles is the province of the Crafts Ability.
Specialties: Boats, Capital Spacecraft, Chases, Compact Cars, Daredevil Maneuvers, Heavy Traffic, High-Performance Cars, Intermediate Spacecraft, In Combat, Motorcycles, Muscle Cars, Off-Road, Performance/Fighter Aircraft, Personal Aircraft, Personal Submarines, Rotary Wing Aircraft, Service/Bomber Aircraft, Shaking Tails, Small Spacecraft, Stunts, Submersible Vehicles, Tailing,
Trucks, Jumps, Racing,