
Originally Posted by
Tetsuwan Convoy
He can be unrelated. The feeling I got from the dvd (and the way I like to think of him) is that even though he was Reverse Convoy at the start, the megatron possession ends up being a permanent process


. I think there was an inclination in the comic it was G1 Megs, but pfaah, I had him kind of slated in my mish mash unicron trilogy (with slight G1 links) universe with Sprocket.
Or a case of dual personality and blackouts is another one I pondered in a fanfic I started but didn't finish.
Maybe he's permanently possessed by Sprocket? 
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Ok, following are the rules and guidelines, and the character template, as well as some Maps. Sorry for the wall of text... I'll eventually put everything into a downloadable manual but for now, please take the time to read, and remember to ask any questions if there's anything you aren't sure of. There's no hurry, so please consider your character's tech specs carefully, because these can't be changed later (except for Rank). My own character profiles will follow shortly.
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Ozformers RPG
Introduction:
Ozformers RPG is an online role playing game (RPG) based upon a specific interest game system, a freeformstyle as much as possible, and utilizes a class-based system for character creation.
This RPG has clearly defined rules and guidelines so that it can be enjoyed by all participating members.
Game Master: Megatron
Mods: Megatron, ?
General participation rules and guidelines:
1. Players and their characters must be approved by the GM before playing. Players may also be removed from the game at any time, at the GMs discretion.
2. Players must participate regularly, and follow all game and board rules.
3. No abusive or nonconstructive behavior will be tolerated.
4. All references to your characters, fan created or canon, and the storyline created therein, may be made available to use in a final story to be published on fan sites, once complete. By participating in this RPG, your permission is assumed. All credit to the individual players will be given.
6. The GM's decision is final.
Game play rules and guidelines:
1. The RPG may comprise of separate Story Arcs, with a certain number of Chapters contained within each Arc.
2. Players must try to minimize any comments or posts that are not part of the game play. Use this Discussion thread instead or, if you must comment in a game play post, precede with “OOC:” For example:
OOC: Hope everyone is having a nice day. Sorry for the delay, now on with the game.
3. Posts must be in story format, and never in the first person (If you don’t know what that means, ask). For example:
Megatron made his way to the control tower, where Soundwave had been expecting his return.
Before the communications expert could convey his report, however, an alert beacon signaled a surprise enemy attack.
4. Anything spoken aloud by your character/s must be contained within quotation marks.
“Look out!” Starscream yelled out as he soared low across the sky, narrowly avoiding contact with two targeting missiles.
5. Your character/s thoughts must be italicized.
Hm, perhaps I can use his own weakness to my advantage, he thought.
6. You must include a location heading for every post and for every change in location, in bold. Begin with the most local location (room or building), and end with the largest location (city, state or planet). For example:
Antihex Control Tower, Antihex
Megatron made his way to the control tower, where Soundwave had been expecting his return.
7. Your font type and color must remain consistent throughout the entire game. You may use a unique font color, type, or both, for each individual character you are playing. You may not use bold, underline or italics, however (these are reserved), or large size.
8. When your character is talking to or interacting with another player’s character/s, you may NOT determine their words or actions for them; only the designated player may do this. You may refer to them, however, and acknowledge their presence.
9. You may only refer to other players' character/s after they have been introduced into the story line. Else you must wait until they do.
10. You may not introduce any major new twists or story elements without prior permission from the GM.
11. Your characters' points, weapons and abilities will be determined throughout game play, however only the GM may grant your character additional points, weapons or abilities, or take them away. These stats will be counted and posted for each character. No player may determine their own points, successes or failures in a mission.
12. If your character reaches Vital Stats of 0, they will be removed from the game, and considered “inactive.” The GM will let you know when this has occurred.
13. The game ends when either:
• All characters on one side have become inactive, and/or
• The story allows for it and the war is won, and/or
• The GM calls it
14. You must play your character/s within their tech specs and profile. That means, they may not have “super” powers, quickly change locations, nor are they able to cause serious harm or kill other characters with ease, or cause a drastic change in storyline. The GM reserves the right to disregard any unfair game play of this nature.
15. If a character fires a weapon at a playing character, it becomes an automatic hit for consideration, whether or not the player specified that it hit. Players must make sure they specify what weapon was used, and how many rounds or bullets were fired.
16. No more than 3 rounds or bullets from a weapon (or 3 melee attacks) may be fired/delivered at an enemy in a single post.
17. A player must introduce their character into the scene in a previous post, before being allowed to fire at/attack an enemy.
18. The purpose of this RPG is to carry out and complete set missions, assist one’s own team, and defeat the opposing team. All settings and mission objectives will be made clear as each Chapter and Story Arc plays out.
19. All missions and objectives will be given by either:
• A Level 1 character for all characters of their Affiliation
• A Level 2 character for their team or squad, and/or
• The GM's narrative
20. GM reserves the right to end a current battle or Chapter, and begin new ones, at any time.
Character tech specs and profiles:
Character specs are a point based system. Each character must select points, one for each alt mode, statistic, ability and weapon, to add up to a total point score. The point scores will be used by the GM primarily to determine a character’s strengths, weaknesses and abilities, and to calculate the individual success or failure probability during and after a battle or a mission. Players need not concern themselves with such calculations during game play.
• Each player must begin with at least one unreserved character of their choice, provided they are available. More characters may be selected by a player later in the game, with permission, up to a max of 5. The GM's decision is final, however, and may disallow the use of any/all characters. Mods and the GM may begin with 5 characters.
• Fan created or original characters may be used.
• Combiner teams will count as one, but prior approval is needed, and a separate profile must be posted for each combiner team member.
• The total point score for a character must not exceed +80 points.
• The total point score for a Leader class character must not exceed +100 points.
• For all stats, the scale from +1 to +10 is from weakest to strongest (1 equals weakest, 10 equals strongest).
• Strength and Endurance stats must be within 3 points of each other.
• You may play any character under any Affiliation - Autobot, Decepticon, Maximal, Predacon, Neutral, Cybertronian, etc.
• Tech specs for canon characters may be altered from their official profiles; however they must be comparable, and reasonable.
• Canon characters already in play, or who are dropped from the game by one player, may be permanently passed over to a new player, however their profile/tech specs and Vital Stats will be reset.
• New weapons or ammo may be exchanged for Vital Stats points, with approval. Weapons and other upgrades may also be given to any character by the GM at any time. New weapons and ammo may also be revealed in secret locations throughout the game. Character will need to pick up the found items during game play in order to claim and use them.
Check the Character Profile Template for more information on how to submit your character profiles.
Scoring system:
Every character begins with a Vital Stats score of Endurance x 10. GM will use character’s profile/stats to determine updated Vital Stats at the end of each battle, or any event that affects weapons or abilities. Once the Vital Stats for a character reaches 0, they will become “inactive” and will be removed from the game. A warning will be given if the Vital Stats reaches +50, +20, and again at +5.
How Vital Stats score can be affected:
Loss of points may occur with any of the following events:
• Your character is shot or hit by another character, a weapon or similar within the game.
• Your character fails to utilize any of their statistics potential, when it was clearly within the game setting to do so. For example, if your character has a Strength score of +10, but deliberately fails to pull debris off a fallen comrade to save their life, points will be deducted.
• You play your character outside of their established personality and motives, points will be deducted.
• If your character fails to follow given orders, or changes their Affiliation without prior consent, 50 points will be deducted.
• Unintentional or friendly fire.
• You exchange points for additional ammo, or a new weapon (with approval).
Award of points may occur with any of the following events:
• Your character hits a character on the opposing team.
• You skillfully play your character within their established personality and motives.
• If your character successfully follows given orders, motivates their team to complete a mission, and remains loyal.
• Your character successfully completes a mission, individually or as part of a group.
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MAPS:
All maps created by me. Please do not use without permission.


More to follow.
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CHARACTER TECH SPECS & PROFILE TEMPLATE:
Notes:
• Combiner teams will count as one, but prior approval is needed, and a separate profile must be posted for each combiner team member. One combiner team only for each player is allowed.
• The total point score for a character must not exceed +80 points.
• The total point score for a Leader class character must not exceed +100 points.
• For all stats, the scale from +1 to +10 is from weakest to strongest (1 equals weakest, 10 equals strongest).
The following weapons, functions and abilities are abbreviated here; read the RPG Guide for more information and a complete description of these attributes. The format for the technical specs and profile for your character/s will be as follows:
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Name: The name of your character.
Status: This will always be Active to start.
Vital Stats: This will be your character's Endurance x 10.
Image: You may include a picture of your character. Optional.
Affiliation: Autobot, Decepticon, Cybertronian, Maximal, Predacon, Neutral or other.
Function: Select from:
Anthropologist, Archaeologist, Archivist, Astrophysicist, Bodyguard, Bounty hunter (may not be Autobot/Cybertronian Affiliation), Chemist, Communications, Computer Programmer, Construction, Courier, Data Analyst, Demolisher, Double Agent, Emergency Response, Excavator, Explorer, Freelance (may not be Autobot/Cybertronian Affiliation), Guard, Geologist, Gunner, Infiltrator, Intelligence, Leader (Reserved), Life Systems Engineer, Mechanic, Medic, Miner, Ninja, Pilot, Saboteur, Scientist (general), Scout, Spy, Strategist, Transport, Warrior, Weapons Specialist, etc. More may be added.
Rank: Unless otherwise specified, your character’s Rank starts at Level 4. This also forms part of the character's tech specs (see below). The GM may upgrade your rank at her discretion, for example as a reward for missions accomplished successfully. The following is the rank listing descending in order from the highest rank to the lowest. The titles on the left are general military, while the titles on the right are Air Force:
Level 1: Supreme leader or Commander. Reserved.
Commander in Chief (CINC) or Air Chief Marshal (Air Chf Mshl or ACM), Rank = 10
Commander (CDR) or Air Commander (Air Cdr), Rank = 9
Level 2: A character has the ability to call new missions, order an attack or a retreat, or make decisions that affect an entire team.
Lieutenant Commander (LCDR) or Group Captain (Gp Capt), Rank = 8
Major (MAJ) or Wing Commander (Wg Cdr), Rank = 7
Captain (CPT) or Squadron Leader (Sqn Ldr), Rank = 6
Level 3: Team leader. A character has the ability to give orders to Level 4 personnel.
1st Lieutenant (LT-1) or Flight Lieutenant (Flt Lt), Rank = 5
2nd Lieutenant (LT-2) or Flying Officer (F/O), Rank = 4
Level 4: New recruit. All new characters start here, with the exception of faction leaders and other Commanders as required.
1st Ensign (EN-1) or Sergeant (SGT), Rank = 3
2nd Ensign (EN-2) or Corporal (Cpl), Rank = 2
3rd Ensign (EN-3) or Aircraftman (AC), Rank = 1
Note that the Air Chief Marshal DOES NOT have equal rank to the Commander in Chief, while all other Air Force ranks are equal in rank to their respective military equivalents.
Alignment: Select your character's alignment. (Descriptions yet to be added!)
Chaotic Good (CG)
Loyal-Good (LG)
Neutral-Good (NG)
Chaotic-Neutral (CN)
True Neutral (N)
Neutral-Evil (NE)
Loyal-Evil (LE)
Chaotic-Evil (CE)
Alt mode: Select your alt mode.
Small type:
Ground vehicle speed: +3, Jet small: +4, Helicopter: +5, Sea vessel small: +4
Large type:
Ground vehicle strength: +4, Tank: +5, Jet large: +6, Sea vessel large: +6, Carrier ground vehicle: +7, Carrier jet: +7
Other: Permission required.
With Additional Enhanced Mode (3 modes in total). +8
Triple changer: Permission required. +10
Small space craft: +10
Large space craft: +12
Combiner: Permission required. +12
The following are the 9 character tech specs. These may NOT alter throughout the game, with the exception of Rank.
Strength: You may select from +1 to +10. Must not be below 7 if Function is Leader or Warrior, or Alt Mode is of large type. Strength and Endurance stats must be within 3 points of each other.
Intelligence: You may select from +1 to +10. Must not be below 7 if Function is Leader, Strategist, Medic or Scientist.
Agility: Agility is for robot mode. You may select from +1 to +10. Must not be below +7 if Function is Scout or Courier, or below +5 if Alt Mode is of small type.
Speed: Speed is for alt mode. You may select from +1 to +10. Must not be below +7 if Function is Scout or Courier, or below +5 if Alt Mode is of small type.
Endurance: You may select from +1 to +10. Must not be below 7 if Function is Leader or Warrior, or Alt Mode is of large type. Strength and Endurance stats must be within 3 points of each other.
Rank: +1 to +10. See above.
Courage: You may select from +1 to +10. Must not be below 7 if Function is Leader, Explorer or Bounty Hunter.
Firepower: You may select from +1 to +10. Must not be below 7 if Function is Warrior.
Skill: Also refers to maneuverability in alt mode. You may select from +1 to +10. Must not be below 7 if Function is Leader, Strategist, Saboteur, Infiltration or Medic.
Armour Class:18 + (class bonus) + (armor bonus)
Attack Power: Alt Mode = Strength + Speed + Skill; Robot Mode = Strength + Agility + Skill
Evasive Maneuvers: Will depend on Intelligence
These will be determined for you by the GM.
Abilities: These are special abilities in addition to any abilities that come with Function. Select from:
Invisibility: Self explanatory. A character cannot attack when in this mode. +10
Time Warp: A character can slow or bend time within his immediate vicinity for a few seconds. +10
Mind Control: A character can influence another character of same rank or less for a few seconds. This ability may not influence more than one character at a time, and cannot be used in a life threatening or injurious manner. +10
Teleportation: A character may instantly teleport within a building's radius. +10
Piloting: This gives a character the ability to pilot any shuttle or spaceship. +9
Speed Burst: This allows a character to travel at super speed in robot mode for short bursts. +9
Dematerialization: This allows a character to temporarily walk through solid objects such as walls. +9
Firepower absorption: This allows a character to absorb and redirect at half strength any weapons fire directed towards them from any weapon with a points value up to and including a character's Firepower points, for up to 2 hits per battle. +8
Shield: This gives a character protection against attack for an enemy of equal or less firepower, up to 3 hits per battle. +8
Electromagnetic spectrum manipulation (ESM): This allows a character to disable any non-projectile weapons, and to decode communications signals. +8
Anti-gravity: This allows a character to use anti-gravity in order to prevent from falling, for example. May be used for up to 10 minutes at a time. +8
Holographic projection: This allows a character to disguise themselves amongst duplicate holograms of themselves to avoid being hit. +7
Multilingual: This gives a character the ability to read and write up to 3 different Cybertronian languages, not including the main dialect used today. +5
Programming: This allows a character the ability to decipher electronic codes, encrypt/decrypt messages. +5
Navigational: This gives a character the ability to decipher any available maps of an area. +3
More to come...
Weapons: Firepower will depend on the weapons selected. Ammo levels for small guns and blasters are not counted, instead the number of times the weapon is used, i.e. once for each battle, is considered. Once this count has been used up, more ammo will need to be acquired. Select from:
Hand gun: Standard issue. Unlimited ammo. +2
Laser blaster: 15 uses available. +3
Assault rifle: 10 uses available. +5
Cannon: 10 rounds available. +7
Grenade launcher: 5 grenades available. +8
Incendiary missile: 5 missiles available. +10
Rocket launcher: 5 rockets available. +10
Sniper: 12 bullets available. +10
Swords and melee weapons: +6
Special weapons: Reserved. Requiem Blaster, remote mines, detonators, and other hidden weapons
Feats: These will be determined for you by the GM based on Function.
Description: Provide a brief description of your character’s personality and appearance.
Back story: Provide a brief description of your character’s history or back story. Optional.
Motto: Provide a one line personal motto for your character. Optional.