Stunts and Powers

## **Energon**: Refresh Points for Transformers

Transformers Fate uses Energon in place of Fate Points. Functionally, these are identical in every way, except there are circumstances where characters can literally pick up Energon to add to their supply directly. Unspent Energon is referred to as the character's **Energon Supply**. Characters have an **Energon Reserve** (the equivalent to Refresh Points) equal to their Tech Specs Total divided by 10. Energon Reserve is used to purchase **Stunts** and **Powers**, with any remaining points representing how much Energon the character automatically gets at the start of each adventure. Player characters must have at least one Energon Reserve available; NPCs may have 0 Energon Reserve.

## Stunts

Like normal Fate Systems, Transformers Fate uses **Stunts**. These are special maneuvers characters are capable of that give them unique advantages under the right circumstances. Often Stunts can only be performed when a character is in a specific Mode, but in theory Stunts could apply independently as well.

It is expected that most Transformers have at least one Stunt, but many Transformers will have 3 or more Stunts in total.

### Effects Possible With Stunts

Stunts are designed to be individualized tricks tailored to bring our a character's strengths or compensating for their weaknesses. As a guideline, Stunts can perform this sort of effect:

* Substitute use of one Tech Spec for another under specific circumstances
* Substitute use of one Derived Spec for another by taking Stress
* Gain +2 to a specific use-case for a Tech Spec
* Gain +2 to a Derived Spec when used under specific circumstances
* +2 to the effect of a successful attack
* +2 to an attack roll with a specific weapon in a specific mode
* Prevent up to 3 Stress once per scene
* Recover up to 4 Stress once per scene
* Provide +2 Armor under specific circumstances
* Provide +1 Armor under general circumstances
* Perform additional Movement under specific circumstances
* Gain an additional Action under specific circumstances
* Expand the range or coverage of specific Equipment
* Spend 1 Energon to prevent 4 Damage
* Spend 1 Energon to gain +4 to the effect of a successful attack under specific favorable circumstances

### The Name Matters!

In many ways, Stunts are almost like additional Aspects, except that a character is almost-never compelled by them. Having a cool name that describes the effect is essential to capturing the finesse a character should have with them.

## Powers

Most of the incredible abilities demonstrated by Transformers are best modeled with Equipment representing specific component of their body. Powers represent meta-components to a character which independent of Mode, most often involving other characters.

### Additional Powers

Transformers has a long history of fun and zany powers based around selling toys. Arguably, each was niche enough to not necessarily be a consistent part of the greater Transformers continuity -- and hence doesn't need to be in your game as well.

* Headmaster
* Targetmaster
* Powermaster
* Pretender
* Minicon
* Transmetal
* Technorganic
* Dark Science
* Magic

Periodically, this list may condensed down or expanded: there is a wide universe of Transformers available to expand upon if one desired.