Running - half endurance on the first 6 inches - Cost 3
Shape Shift - (Transform into car) vs. sight and touch, only costs endurance to activate (+1/4), persistant (+1/2), concentrate (-1/4), cannot change if takes over half BODY (-1/4) - Cost 26/17
Stretching - 1 inch, reduced endurance - 0 END (+1/2), always direct (-1/4), no non-combat stretching (-1/4) - Cost 7/5
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 - 16' 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 (Autobot) or troublemaker (Decepticon), 8 or less - Cost -5
Conversion Notes: This package represents the minimum abilities of a Transformer Mini-Car. This write-up uses Champions
5th edition rules.
The standard Transformer mini-car is one of the most common variations of Transformers. They are 16 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 pistol which can use in either form. 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 - November, 2005