[i]"My name is Optimus Prime. You have been sent to this planet as advanced scouts for The Arc. Cybertrons last, best hope for survival. I cannot guarantee your safety, i cannot guarantee that what you find on this planets local wildlife to be accommodating, i cannot even guarantee that you will ever see our beloved Cybertron again, but what i can guarantee is that your mission is of utmost importance to all Cybertronians, a fighting chance at survival. Your mission will be to arrive, evaluate the locals and survey. You are not to message home, lest the Decepticons find the location of our new colony, you are to gather intelligence and await further orders until contacted. May Primus protect you."[/i] For those of you unfamiliar with it, Essence20 is Renegade Systems' D20 RPG system that is all about rolling bigger dice, as opposed to rolling the same dice with bigger modifiers. The crux of this is going to be a "Kids on Bikes" Style RP where you all play as a bunch of kids living in a small city in England that one day, stumble upon some Autobots that have come to Earth after escaping [url=https://www.youtube.com/watch?v=u5I-ABSEetM]The War on Cybertron[/url] in order to build a new colony that the Autobots can use to live in peace. You befriend these Robots who then disguise themselves as vehicles around the town and work with the kids to defeat Decepticons and other threats to this little city. Of course, being that you have 2 characters, a kid and an Autobot, obviously, the 50 ton armour-plated warmachine is going to be better at most things than their human counterpart, but that doesn't mean your human is worthless. [hider=Those who know the rules] pretty much your Autobot will get the "Human Companion" feat for free at level 1, but with a few little upgrades to make your companion feel more like an actual player character: *You get an Origin from the Power Rangers book (Brainy, Athletic, Comedic, Rebel, etc.) *You get access to Influences *Your human will get access to Feats and Perks as your characters level up.[/hider] [hider=Those who know nothing about Essence20] interested in something that isn't D&D and want a more sci-fi based tabletop. I am happy to teach you how to play.[/hider] [hider=How to build a Character step by step] [hider=Step 1: Getting the character sheet][url=https://renegadegamestudios.com/transformers-roleplaying-game-fillable-pdf-character-sheet/]Go here and fillable character sheet PDF[/url] it is free, despite it being on a pay site, most RPG's do this, to be fair. In fact, Chaosium is one of the only ones i know who just have the download straight from their website. In any case, do not be afraid because it says "Add to Cart" because it will never ask for any pay information, it'll just give you a download link after checkout.[/hider] [hider=Step 2: Understand your Essences]There are 21 different Essences, these are just fancy words for your Skill Proficiencies. How good are you at something? Each Essence is in one of the "Four S'" These are Strength, Speed, Smarts and Social. Whenever you gain a point in that essence, you add a point to one of the skills in that associated essence. So, when you get a point in Strength, you immediately spend that point in either Athletics, Brawn, Conditioning, Intimidation or Might, or getting a specialization in one of those skills (More on that later) In this system, similar to D&D 4e, you don't have a flat Armour Class, but 4 different defences that enemies have to beat in order to hit you with things. You start with a flat 10 in those defences and gain an additional point for each skill point you put into it. So, if you have 6 points in Strength, then you have a Toughness of 16. If you have 9 points in Smarts then you have a Willpower of 19. Here is the basic breakdown of your Essences Strength: Defence: Toughness (Someone punches you in the gut, the higher this is, the less likely you are to care) Athletics (Running, Jumping, Climbing, Swimming, stuff like that) Brawn (Do you even lift? This is about using your strength to move things or overpower others) Conditioning (You don't ever test for Conditioning, but every point in Conditioning is an additional HP your character has) Intimidation (Using your imposing physique to convince others to do things or see things your way?) Might (Punching people in the face, using melee weapons to just beat others) Speed: Defence: Evasion (Instead of tanking the shot, you jump out the way) Acrobatics (Flippy shit, squirming your way through tight spots, etc.) Driving (Your ability to drive a vehicle. Of course, this will be a big one being that you pretty much always have access to a vehicle.) Finesse (Hitting people with more agile weapons. Daggers, nunchucks, rapiers, etc.) Infiltration (Sneaking about, pickpocketting, generally not making noise) Initiative (When combat starts, how on the ball are you?) Targetting (Utilizing ranged weapons) Smarts: Defence: Willpower (An open mind is like a fortress with its gates unbarred and unguarded. How open are the gates of your mind to attacks?) Alertness (Spotting things happening around you, investigating, seeing people sneaking up on you.) Culture (Art, History, Law, Music, how well do you know the place you are?) Science (Biology, Chemistry, Physics, Medicine) Survival (Tracking, Camping, living off the land) Technology (Hacking, building machines, figuring out alien technology) Social: Defence: Cleverness (Thinking quickly to defend yourself) Animal Handling (Exactly what you think) Deception (Pulling the wool over people's eyes. Disguising yourself) Performance (How good are you at your art? Singing, dancing, painting, etc.) Persuasion (Convincing people of the truth is just as hard as convincing them of a lie) Streetwise (How well can you make connections and gather info?) For each point you put into a skill, that is 1 higher dice you roll when you make a skill check. Like in D&D you always roll a d20 for skill checks, but unlike D&D you don't add higher scores to you skill checks the better you are. Instead, you roll bigger dice, depending on how many points you have in a score. 0 Points = 2 D20 take the lowest. 1 Points = 1d20+1d2 2 Points = 1d20+1d4 3 Points = 1d20+1d6 4 Points = 1d20+1d8 5 Points = 1d20+1d10 6 Points = 1d20+1d12 Abilities, Equipment's and other things can cause you to "Shift Up" or "Shift Down". When you do this, you increase or decrease the dice you roll. So, 1 shift up means your 1d20+1d4 becomes 1d20+1d6, but a shift down turns it into 1d20+1d2. When you choose to invest points in a skill, instead of investing points in better dice, you can instead invest in a "Specialization" There is no definitive list of Specializations, because it can be anything. Example: You get a Smarts essence increase, you may put that point into your Technology increasing your 1d20+1d6 to a 1d20+1d8. Or, you could put that into "Hacking" as a Technology Specialization. Now, whenever you roll a technology roll to do with Hacking, you instead can roll your d20, your d2, d4 and d6, taking whichever is the highest result of the d2, d4 and d6. You will all be starting as Level 1 characters, meaning you will have 16 points to spend across all of your Essences, with 1 coming from your Origin and 3 coming from your Role, the other 12 you may spend as your please. But they come with a few rules: [list][*]You cannot have more than 1d6 in a skill from Level 1. This does not count skills that give you upshifts. [*]You have to have at least 1 point in each Essence[/list] [/hider] [hider=Step 3: Choose your Origin]Your Origin is essentially your Racial feature. What do you get just on the virtue of how you came here to begin with? In Transformers this also denotes your Alt-Mode (How many people can fit in you, how fast you go, how many of your armed occupants can fire out of the window, what kinds of movements you can have, ETC) At this point, you will notice that this is a Low-Health, Low Damage system. Think of 1 point of damage being "How much it takes to knock out a regular human civilian" So, minor scratches and bumps won't cause actual damage points. The only other thing to note is that every bot has "Fine Motor" in Bot Mode and "Limited Articulation" In Alt-Mode, this just denotes that Cars tend to not have hands so you can't do stuff that requires hands when in Alt-Mode. The Origins that are available are: [h3]Champion:[/h3] Sports cars, luxury sedans, even limousines, you chose an Alt Mode that is sleek, fancy, and cool. Although you have a reputation for being egotistical, others can’t help but gravitate toward your beauty. As a Champion, you may be ideal for leadership, well-spoken and witty, or so full of yourself that others don’t take you seriously. Guys like Hot-Rod, Jazz and Sunstreaker. HP: 3 Essence Increase: Social +1 Languages: Cybertronian, English and 1 extra language for every 3 points in Social Origin Benefit: "I Know A Bot" You can spend an Energon Point to declare that you have a previously positive relationship with an NPC. This can be an enemy. Although this is not likely to change their objectives, they may still go easy on you or secretly help you with one of your goals. [b]Bot-Mode[/b] Movement: 40ft Ground Size: Large (2x2 Squares) [b]Alt-Mode[/b] Movement: 60ft Ground Size: Long (1x2 Squares) Crew: 2 Firepoints: 2 Ram Attack: 1 Blunt [h3]Cutter:[/h3] Aquatic, amphibious, and submersible, when a situation calls for a Cutter, no other Chassis will do. From battling Decepticons at sea to searching the depths of underground rivers for Energon, you have a reputation of being quirky and only comfortable at sea. Guys like Broadside, Tidal Wave and Seaspray. HP: 3 Essence Increase: Strength +1 Languages: Cybertronian, English and 1 extra language for every 3 points of Smarts you have. Origin Benefit: "Surface Invasion" Once per scene, after Moving in your Alt Mode, you can Move an additional 10ft Ground Movement. If you do, you can also make a single attack as a Free action with the benefits of Surprise, even if this isn’t the first turn of Combat. [b]Bot-Mode[/b] Movement: 30ft Ground, 30ft Water Size: Common (1x1) or Large (2x2) [b]Alt-Mode[/b] Movement: 45ft Aquatic Size: Common (1x1) or Long (1x2) Crew: 2 Firepoints: 2 Ram Attack: 1 Blunt [h3]Lookout:[/h3] You take infiltration to another level. Focused on spycraft, theft, and reconnaissance, you put yourself at great risk to gain invaluable information on enemy plans. These duties often put you in similar battlefield roles as the Outrider. Like the Outriders, you make an excellent scout, but many consider you to be less trustworthy due to your more duplicitous nature. The truth is that you’re often friendly and fun, with a strong sense of humor. Despite their shady practices, they get a lot of mileage out of their charm and can win over the steeliest of hearts. Your Alt Mode can appear as nearly any vehicle or piece of equipment, though rarely a large one, usually nondescript and functional. If your Alt Mode isn’t a vehicle, you deploy emergency jets to fly off. Your flight may not be as fast as when you’re on the ground, but it’s more maneuverable. Guys like Bumblebee, Goldbug and Mirage. HP: 2 Essence Increase: Speed or Social +1 Languages: Cybertronian, English and 1 extra language for every 2 points of Social. Origin Benefit: "Look Out!" You gain a +2 bonus to Evasion and can defend with Evasion even if you’re unaware of an attack. [b]Bot-Mode[/b] Movement: 30ft Ground Size: Common [b]Alt-Mode[/b] Movement: 45ft Ground or 20ft Aerial Size: Common Crew: 1 Firepoints: 1 Ram Attack: 1 Blunt [h3]Monolith:[/h3] You disguise yourself as the biggest, toughest, and mostimpressive vehicle you can find, from vans and sports utility vehicles to big rigs and military trucks. Built for battle, you use your power to lay into the enemy, and your bulk to protect your friends. Many of your kind are gentle giants, and others become soldiers, bodyguards, or selfless leaders. While you have a reputation for being slow and meandering, no one ever doubts the impact you’ll make when you arrive. Guys like Optimus Prime, Bulkhead and Ironhide. HP: 4 Essence Increase: Strength +1 Languages: Cybertronian, English and 1 extra language for every 3 points of Smarts. Origin Benefit: "Large And In Charge" Choose a Social Skill or Intimidation. You gain ↑1 on Skill Tests with that Skill if the target is smaller than you. [b]Bot-Mode[/b] Movement: 20ft Ground Size: Huge (3x3) [b]Alt-Mode[/b] Movement: 45ft Ground Size: Extended (2x4) Crew: 6 Firepoints: 4 Ram Attack: 2 Blunt [h3]Outrider:[/h3] Adventurous by nature, you are a natural explorer capable of navigating the most challenging terrain and tracking down enemies, traps, and rare materials. You prefer allterrain vehicles, including four-wheel drive, SUVs, and even the occasional amphibious vehicle. Despite not being the most durable of warriors, you have a reputation for being quick on your feet and impossible to pin down. Guys like Hound, Prowl and Trailbreaker. HP: 3 Essence Increase: Smarts +1 Languages: Cybertronian, English and 1 extra language for every 3 points of Smarts. Origin Benefit: "Take Point" You never suffer the negative effects of Rough Terrain, and on any turn in which you end your move in Rough Terrain, you are considered to be in Cover until the beginning of your next turn. [b]Bot-Mode[/b] Movement: 30ft Ground Size: Common (1x1) or Large (2x2) [b]Alt-Mode[/b] Movement: 45ft Ground Size: Common (1x1) or Long (1x2) Crew: 2 Firepoints: 2 Ram Attack: 1 Blunt [h3]Rainmaker:[/h3] You are built for one thing: war. Your Alt Mode is most likely a military vehicle packing massive firepower. However, it is not unheard of for those of your kind to choose a less obtrusive Alt Mode that is still bristling with shoulder-mounted cannons and torso-mounted missile launchers in Bot Mode. Whether aggressive or simply defensive, no one wants to get on the wrong side of you. Guys like Hardhead, Omega Supreme and Roadbuster HP: 4 Essence Increase: Speed +1 Languages: Cybertronian, English and 1 extra for each point of Smarts Origin Benefit: "The Fiercest Among You" You have an additional Reinforced Integrated Weapon Hardpoint. Additionally, at 1st level you are trained to use Machine Guns, at 7th level you are trained to use Heavy Machine Guns and Rocket Launchers, and at 14th level you are trained to use Artillery Cannons and Missiles. You always suffer a Snag on Skill Tests to blend in unless you are in places a military vehicle is expected to be. [b]Bot-Mode[/b] Movement: 30ft Ground Size: Large (2x2) [b]Alt-Mode[/b] Movement: 45ft Ground Size: Long (1x2) Crew: 2 Firepoints: 2 Ram Attack: 1 Blunt [h3]Seeker:[/h3] More common among Decepticons, your chosen Chassis is the rarest seen among Autobots. Aerial superiority provides you an incredible tactical advantage, but at the expense of subtly. Every nation on Earth carefully monitors its air space, dealing with unidentified flying objects immediately and efficiently. However, despite this risk, the allure of taking to the sky makes many landbound Cybertronians jealous of your freedoms. Guys like Jetfire, Starscream and Windblade. HP: 3 Essence Increase: Speed +1 Languages: Cybertronian, English and 1 extra for every 3 points of Smarts Origin Benefit: "Hover" When flying you don’t have to move on your turn. [b]Bot-Mode[/b] Movement: 30ft Ground, 30ft Aerial Size: Large (2x2) [b]Alt-Mode[/b] Movement: 60ft Aerial Size: Long (1x2) Crew: 2 Firepoints: 0 Ram Attack: 1 Blunt [h3]Support:[/h3] Like the structures you’re named after, Supports prop others up. Though you don’t tend to participate in the fighting actively, you brave the thick of battle in the name of helping your allies. That said, like any Cybertronian since the war broke out, you typically carry a weapon at all times and know how to use it. You’re likely to choose Alt Modes that let you assist humans in emergencies between missions, like ambulances, rescue helicopters, fire trucks, and bulldozers. Guys like Grapple, Inferno and Hauler. HP: 4 Essence Increase: Smarts +1 Languages: Cybertronian, English and 1 extra for every 2 points of Smarts. Origin Benefit: "In Case of Emergency" You have two additional Internal Hardpoints (NonWeapon) and may choose to begin play with two attached options from the Support Equipment list. [b]Bot-Mode[/b] Movement: 30ft Ground Size: Large (2x2) or Huge (3x3) [b]Alt-Mode[/b] Movement: 45ft Ground or 30ft Aerial Size: Long (1x2) or Extended (2x4) Crew: 2 Firepoints: 2 Ram Attack: 1 Blunt[/hider] [hider=Step 4: Choose a Role]Roles are your Classes in Essence20. Sadly, there is no Multiclass option yet, but i think we want to keep things simple anyway. So, here's the classes and their basic features for Level 1 anyway. So, at level 1, you get 2 Essence increases, some perks, your training (What weapons and equipment you know how to use) and you get to choose a Focus (Subclass) Your Focus also gives you an additional Essence increase. You also get "For The Allspark" Which is the standard Autobot abilitys: [list][*] Always gain 1 Upshift on Infiltration checks when in Alt-Mode, but if you are in an appropriate area, gain 2 upshifts instead. (A Schoolbus will look rather inconspicuous outside of a school, but in the middle of a military base will stand out) [*] Immunity to Carbon-Based Diseases, but susceptibility to Electronic viruses and electromagnetic weapons. [*] Access to standard issue equipment. [*] "Roll Out" Which allows you to mode-shift at the beginning of combat without spending an action, but only works if you are not surprised.[/list] [h3]Analyst[/h3] Everything is data and code that just has to be processed. Their processing power grants allies an advantage and opens up new outlets for victory. Examples include Jazz, Hubcap and Mirage. [u][b]Essence Increases:[/b][/u] +1 Speed, +1 Smarts [u][b]Training:[/b][/u] Standard Armour and 1 handed weapons (Including weapons that can be used in both 1 or 2 hands) [u][b]Perks:[/b][/u] [list][*]Work The Numbers[/list]At the beginning of every round of combat after the first, you can spend an Energon Point to move a creature in the combat up or down one place in the Initiative order. For example, Astrotrain rolled a 16 for Initiative, going first in a combat that also includes Hubcap, an Analyst who rolled 14 Initiative and therefore goes second, and Hoist, who rolled a 3 and is going third. At the beginning of Round 2, before anyone has gone, Hubcap could spend an Energon Point to move himself up in initiative order, going first regardless of how much higher Astrotrain’s Initiative result was. Hubcap could instead move Hoist to second in Initiative order, even though Hubcap’s Initiative result was 11 higher than Hoist’s. [list][*]Analyze Target[/list]As a Standard action, make an Alertness Skill Test against the Willpower or Cleverness of a Target you can see. On a success, you can learn a valuable piece of information of your choice about them, such as their Rank in a specific Skill, or a Defense score. [list][*]Informed Accuracy[/list]When you attack a creature that you’ve used Analyze Target on in this combat, you gain a number of Upshifts on the attack equal to the number of times you succeeded on Analyze Target on them. [list][*]Unsurprising[/list]If you would be Surprised, you instead can act, but treat your Speed score as though it were equal to your level (up to your actual Speed score). For example, at 1st level, when Surprised, you act as though you have Speed 1, meaning you can only take a Move or Standard action. If at 10th level you have 9 Speed, you act normally when Surprised, and are able to take a Move action, Standard action, and 7 Free actions (not 8, like a Speed 10 character) [u][b]Focuses:[/b][/u] [list][*]Manipulator (Using tactics to deceive the enemy and orchastrate how battles go)[/list]+1 Social and gain "Diversion" You can roll a Deception, Intimidation, or Persuasion Skill Test against a target’s Willpower or Cleverness as a Standard action. On a success, if they attack you on their next turn, they suffer a Snag. If they don’t attack you, your allies gain an Edge on attacks that target them. This lasts until the end of the next round. [list][*]Spec-Ops (Gain the enemies trust and then use it against them, whether that means having a friendly chat over a bottle of Visco or infiltrating a criminal organization for years.)[/list]+1 Social and gain "Unassuming" You gain 1 Upshift on Deception and Infiltration Skill Tests. Additionally, you’re Trained with all one-handed Limited Weapons. [h3]Field Commander[/h3] The orders and assistance given on the battlefield motivate allies to fight their best. They inspire new actions and make opportunities for them with their efforts. Examples are Optimus Prime, Ultra Magnus and Rodimus Prime. [u][b]Essence Increases:[/b][/u] Strength +1, Social +1 [u][b]Training:[/b][/u] Standard and Limited Armour, All Ballistic and Melee weapons. [u][b]Perks:[/b][/u] [list][*]Never Foresaken[/list]Once per scene, when an ally no further away from you than your fastest Movement in your alt mode takes Damage, you can spend an Energon Point to move adjacent to that ally, converting if you need to, and take the Damage instead, even if the attack would not normally penetrate your Defenses. [list][*]Issue Commands[/list]As a Move action, you can issue a command, granting allies who follow your command 1 Upshift to a Skill Test or +1 bonus to a Defense based on certain circumstances. You set the terms and the bonus allies receive. This bonus lasts until the beginning of your next turn. Example Commands: "Fire on my target!" Allies gain 1 upshift to Targetting attacks against the specified enemy. "Incoming! Take Cover!" Allies get +1 Evasion if they use their move action to move into cover. "Don't let him get away!" Allies get 1 Upshift to Brawn attempts to grapple specified target. "Don't fall for his trick!" Allies gain +1 Cleverness bonus against target enemies ability. "Hold your ground!" Allies who don't move during their turn gain +1 Toughness. [list][*]Prepare for War[/list]When you roll for Initiative and you are not Surprised, you gain an Edge on your Initiative Skill Test. [u][b]Focuses:[/b][/u] [list][*]Ambassador (Wars are won and lost in negotiations, and you intend to win this war.)[/list]+1 Social and gain "Bend A Knee Or Stand Tall" When in discussion with a creature of a different Size Class, you gain upshifts on Intimidation or Persuasion Skill Tests equal to the number of Size Class differences between you. For example, when the Common sized Bumblebee stands up to the Gigantic Omega Supreme, the little yellow bug’s gumption impresses the Autobot’s first and last line of defense. Bumblebee gains 3 upshifts on his Persuasion Skill Test. [list][*]Strategist (A tenacious commander whose presence and keen mind dominate the battlefield.)[/list]+1 Smarts and gain "Strategize" You can set a number of Contingency actions as Free actions up to your Smarts score. Each Contingency action must trigger on a different condition. Only one of these Contingency actions can be used to Attack. [h3]Gunner[/h3] A walking arsenal with the aim to take full advantage of it. Foes can’t hide behind cover for long, their aim can still find its mark even if it misses initially. Examples include Brawn, Chromia and Jetfire. [u][b]Essence Increases:[/b][/u] Speed +1, Smarts +1 [u][b]Training:[/b][/u] Standard and Limited Armour, All Projectile weapons as well as Standard and Limited Balistic Weapons. [u][b]Perks:[/b][/u] [list][*]Imprompturret[/list]When you convert from your Bot Mode with ballistic weapons in your External Hardpoints, you can spend an Energon Point to treat the firearms as Integrated Hardpoint weapons in your Alt Mode for the rest of the scene. [list][*]Armament[/list]Gain 1 additional Integrated Hardpoint. [list][*]Pistol Whip[/list]When you have a Ballistic weapon in an External Hardpoint, it also counts as a Close Combat Bludgeon. You do not add any benefits you normally gain from attacks with a Ballistic weapon when you use it as a Close Combat Bludgeon. [list][*]Rapid Reload[/list]You hot swap ammo faster than most pull a trigger. Reloading weapons with the Reload trait is a Free action for you. [u][b]Focuses:[/b][/u] [list][*]Gunslinger (Quick on the draw, with an arsenal at your hip, you cut your way through a battlefield drawing and stowing firearms as you go.)[/list]+1 Speed and gain "Quick Draw" You gain a pair of holsters as special External Weapon Hardpoints. You can still only wield two hands of weapons at a time in your External Hardpoints, but you can switch two hands of weapons between your External Hardpoints as a Free action. [list][*]Sharpshooter (Hidden away from the heat of battle, you take your time to line up your shot and attack with precision.)[/list]+1 Speed and gain "Long Shot" You do not suffer a Snag when attacking from long range with a ranged weapon. [h3]Modemaster[/h3] A standard Chassis isn’t enough for a Modemaster, either adopting an additional Alt Mode or housing a Minicon ally on their frame. [u][b]Essence Increases:[/b][/u] Choose 2 different Essences and gain a point in each of them. [u][b]Training:[/b][/u] Standard weapons only. No Armours. [u][b]Perks:[/b][/u] [list][*]Fully Hybrid[/list]You can spend an Energon point to partially convert as a Free action. You gain the benefits of both your Bot Mode and your Alt Mode, your choice of either Mode’s Movement, and your choice of the Size of your Hybrid Mode. [list][*]Custom Frame[/list]Put your Essences in order of importance to you (E.G. First = Strength, Second = Social, Third = Smarts, Fourth = Speed.) When you level up, you will gain essence increases based on your choices. [list][*]Mass Shift: Once per scene as a move action, you can gain one of the following benefits:[list][*]+1 to a Defence of your choice. [*]1 Upshift to a skill of your choice. [*]Double your Reach [*]Gain 1 Temporary health.[/list][/list] [list][*]Quick Change[/list]Choose 1 form of Mode change (Bot to Altmode, Altmode to Bot, Altmode to Altmode) You can now do that change as a Free action, as opposed to a Standard action. [u][b]Focuses:[/b][/u] [list][*]Microlinked[/list]+1 Essence of your choice and gain "Minicon Ally" Much like Blaster and Soundwave, you have a Minicon ally who you can deploy to assist you. Build it using [url=https://img.roleplayerguild.com/prod/users/723dfec8-6f51-4a0a-bedc-fdb2f0f7ef1f.png]These rules[/url] [list][*]Triple Changer[/list]+1 Essence of your choice and gain "Everything in Three's" You get to choose an Altmode from another Origin and gain the ability to change into it. You may choose the form it takes. [h3]Scientist[/h3] An intimate knowledge of science is vital for a Cybertronian, especially given they’re made of technology. The Scientist doubles as an engineer with an understanding of fundamental mechanics. [u][b]Essence Increases:[/b][/u] [u][b]Training:[/b][/u] [u][b]Perks:[/b][/u] [list][*][/list] [list][*][/list] [list][*][/list] [u][b]Focuses:[/b][/u] [list][*][/list] [list][*][/list] [h3]Scout[/h3] Someone has to move ahead to see what comes next, and the Scout does it with little hesitation. If a mission needs to get somewhere quiet and hidden, send in a Scout. [u][b]Essence Increases:[/b][/u] [u][b]Training:[/b][/u] [u][b]Perks:[/b][/u] [list][*][/list] [list][*][/list] [list][*][/list] [u][b]Focuses:[/b][/u] [list][*][/list] [list][*][/list] [h3]Warrior[/h3] The Warrior stands tall and charges into battle with boldness like no other. However, if they become injured, they harness abilities that keep them fighting and standing until help arrives, or they can defeat their foes themselves. [u][b]Essence Increases:[/b][/u] [u][b]Training:[/b][/u] [u][b]Perks:[/b][/u] [list][*][/list] [list][*][/list] [list][*][/list] [u][b]Focuses:[/b][/u] [list][*][/list] [list][*][/list][/hider] [/hider]