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Memories and Salvation

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Transformers Roleplaying Game
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"Memories and Salvation"
Publisher Renegade Game Studios
Published in Field Guide to Action and Adventure
First published April 27,2023
Written by Ryan Costello,Ben Heisleer,Ginny Loveday,&Bryan C.P. Steele

"Memories and Salvation"is an adventure scenario released as a part of theField Guide to Action and Adventuresourcebook, which brings together characters fromTransformers,G.I. Joe,andPower Rangers.The adventure is designed for three to five 2nd-level players.

Contents

Contents

Background

Three villains from different backgrounds—theJunkionScrapheap,Prototype Tezzlaof theMachine Empire,and theDreadnokZandar—have joined forces to weaponizememoria,a unique enzyme capable of manipulating the memories of sentient beings. This "Unforgettable Alliance"have taken over a scrapyard inHomestead,Florida,and used this new headquarters to develop a range of memory-wiping weapons. However, Scrapheap has grown obsessed with developing a mechanical suit that will allow non-Cybertronians to combine with Transformers. The project requires a large amount ofenergon;to get the fuel he needs, Scrapheap has been stealingparadriumcrystals from the locals. After a string of such thefts, a human entrepreneur namedSimon Sabhamanhas made the decision to move his crystal supply to a more secure storage. The unusual activity attracted the attention ofG.I. Joe,who sent a team to investigate.

Meanwhile,T.J. Johnson,the BlueSpace Ranger's fight against theMachine Empirebrought him to Earth, where he encountered theAutobotCosmos,who'd been on the trail of the missing paradrium. The two heroes mistook each other for enemies; as they fought, Prototype Tezzla blasted them both with memoria, leaving them disoriented.

At the Power Rangers Command Center,Alpha 5has organized a rescue team to find T.J. and bring him back to base. Meanwhile, inThe Pit,Chucklesbriefs a unit of G.I. Joe soldiers on their mission to transport a load of paradrium crystals to a secure location—the idea of transporting extraterrestrial crystals of unknown origin draws the interest ofSci-Fi.Finally, inTamiami,Ultra Magnusdrops off a group of Autobots at a nearby supply cache, which contain a signal locator that will help them find Cosmos.

Part 1: Otherworldly Warehouse

All three groups arrive at the warehouse owned bySabhaman's Otherworldly Curiositiesat roughly the same time. However, the villains have gotten there first, captured Simon, and sent Zartan, masquerading as a warehouse worker, to distract the Joes as they load the crystals into theCargo Caterpillar.Before long, however, the various heroes realize that something is amiss—they may find the disoriented T.J., discover one of the PrototypeCogshiding in the warehouse, or discover Simon Sabhaman tied up in the break room, guarded by Prototype Tezzla. If the Autobots attempt to survey the area in their alternate modes, it's possible that the Unforgettable Alliance might see through their disguise and launch an attack.

Otherwise, Zandar distracts the Joes by unveiling Sabhaman's newest exhibit—a disoriented, mode-locked Cosmos—while the Prototype Cog soldiers attempt to hijack the Cargo Caterpillar and flee while the Joes are distracted. When combat begins, the other members of the Unforgettable Alliance regroup and flee atop Scrapheap, unless the heroes can stop them first. However, they might also want to try and stop the Cogs from loading up their purloined transport and fleeing with even more stolen paradrium crystals.

Part 2: Paradrium Shift

Depending on the results of the combat in the previous chapter, the players must choose how to focus their resources--with the assistance of Cosmos and an improvised flying vehicle borrowed from Sabhaman's warehouse, they may choose to either pursue the Cogs in their stolen Cargo Caterpillar, or attempt to bring in the members of the Unforgettable Alliance. These two options take the heroes across Florida in pursuit of the villains, with the intent of incapacitating them before they can return to their headquarters. Alternately, the heroes might also choose to regroup and investigate the warehouse itself, to search for clues on where their enemies might've gone. Either way, they eventually deduce that the Unforgettable Alliance is operating out of a scrapyard in Homestead, and move to stop them once and for all.

Part 3: Homestead Salvation

After arriving in Homestead, the heroes face down the mightyUnforgettatron,a three-way fusion wielding powerful memoria-based weapons. They may also take on The Machine, the combined form of three or more Cogs. In the ensuing battle, canny fighters may attempt to use a nearby electromagnet as an improvised weapon, or lure Unforgettatron into the scrapyard's car crusher.

If the players are defeated, then the villains use scramble their minds and flee, leaving them with no memory of the adventure; otherwise, the heroes defeat the villains, and gain a unique Perk that will benefit them any future crossover adventures.

Featured characters

(Numbers indicate order of appearance.)

Notes

  • Moreso than Renegade's other adventures, this game features a high number of branching paths and possible outcomes based on the actions the party takes in each chapter, mostly regarding to the nature of the final Boss fight.
    • If the heroes defeat Zandar before part 3, the Unforgettable Alliance do not have access to their memoria weapons for the final battle.
    • If the players stop the Cogs, then the Unforgettable Alliance cannot use their combiner technology. If the Cogs escaped with a full load of paradrium, then all enemies with the Robotic perk gain an additional armor upgrade; if the Cargo Caterpillar was only partly loaded, then only the three main villains gain these upgrades.
    • If at least three Cogs make it to the final battle and obtain an armor upgrade, they merge into The Machine; the players may have to face off against both Unforgettatron and The Machine.
    • Unforgettatron's stats, Perks, and Abilities vary depending on which members of the Unforgettable Alliance are active.
    • If the players somehow manage to defeat Scrapheap and at least one other member of the Unforgettable Alliance, then the final battle is instead fought against five Cogs, who all merge into The Machine.
    • At the discretion of the GM, Cosmos, T.J., and Sci-Fi may stick around as Contacts for the rest of the adventure, or they might return to their individual headquarters while the players continue on without them.

Transformers references

Real-world references

  • If the players choose to investigate the warehouse for clues, the book uses the phrase "I'm not saying it was aliens, but it was aliens," as a possible red herring the GM could use, an infamous meme that originated with theAncient Alienstelevision show.
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