Running - half endurance on the first 6 inches - Cost 3
Shape Shift - vs. sight and touch, only costs endurance to activate (+1/4), persistant (+1/2) - Cost 26
Stretching - 1 inch, reduced endurance - 0 END (+1/2), always direct (-1/4), no non-combat stretching (-1/4) - Cost 7/5
Language: Transformer (native) - Cost 0
Disadvantage
Combat Levels - -2 DCV - Cost -10
Distinctive Features - big robot, concealable, major reaction - Cost -10
Hunted - by anti-transformer forces, 8 or less, as powerful - Cost -10
Physical Limitation - 14' tall and 1600 kg, all the time, greatly - Cost -20
Physical Limitation - has no arms in vehicle shape, infrequently, slightly - Cost -5
Reputation - intergalatic do-gooder or troublemaker, 8 or less - Cost -5
Conversion Notes: This package represents the minimum abilities of a Transformer Car. This write-up uses Champions 5th edition rules.
The standard Transformer car is one of the most common variations of Transformers. They are 14 foot tall armored warriors able to change themselves into a land based vehicle. Most are highly trained in one speciality, like combat, surveilance or science. They carry a laser rifle which can only be used in robot mode. It is common for a particular Transformer car to have a particular power which makes it unique, such as the ability to generate force fields, control magnetism, project holograms, or become invisible. Players should be allowed to purchase one unusual ability with any spare points they have.
Champions rules conversion by Mathew R. Ignash - mathewignash@comcast.net.
Last Updated - September, 2003