EGA MA  N Rock   was   a   lab   assistant,   an   android   built   by   the   benevelont   Dr.   Light.   Meant   to   be   a jack-of-all-trades,   Rock   was   designed   with   the   ability   to   copy   processes   from   other robots.   When   an   old   partner   of   Dr.   Light’s--Dr.   Wily--began   reprogramming   robots for   nefarious   deeds,   Rock   volunteered   to   be   modified   into   a   combat   robot   to   stop his   brothers,   and   to   eventually   bring   down   Dr.   Wily.   Thus,   Rock   became   Mega   Man, and    his    ability    to    copy    programming    was    turned    into    an    ability    to    imitate    the weapons   of   robots   he’d   defeated.   Mega   Man   has   many   times   saved   humanity   from hacked,   reprogrammed,   brainwashed,   or   simply   evil   robots,   and   continues   to   try   to make the world safe for robot and human alike. CHECKS Roll   3d10    and   take   the   highest   result   for   checks   to   recognize,   identify,   or   understand technology. Roll    2d10    and    take    the    highest    result    for    ranged    attack    checks,    defense    checks against   ranged   attacks,   checks   that   involve   running   or   making   precarious   jumps,   and checks to assist in mechanical crafting or repair. Roll 1d10 for anything else. XP When you’re forced to put down an intelligent automaton, gain 1 XP . When you’re able to rehabilite an evil or violent automaton into doing good or living a life of peace, gain 3 XP . Whenever you stop a nefarious plan to use automata against mankind, gain 5 XP . YOU BEGIN WITH Super   Fighting   Robot:   You   are   a   robot--an   automaton,   and   not   organic.   You   do   not   need   to   eat,   drink,   sleep,   or   breathe,   you   do not   tire,   and   you   are   immune   to    Poison.   However,   you   take   -2   on   defense   checks   against   Electricity.   You   are   equipped   with   the Mega   Buster,   a   plasma   cannon   that   has   replaced   one   of   your   arms;   it   can   be   charged   up   to   fire   a   larger,   more   potent   blast.   If   you take   no   side   actions   on   your   turn   (except   speaking   or   moving),   you   may   roll   3d10   and   take   the   highest   on   an   attack   check   with your Mega Buster instead of the usual 2d10. LEVEL UP CHOICES E-Tank:   You   sometimes   carry   energy   tanks   with   you,   which   can   be   used   to   recharge   your   health.   You   may   use   an   E-Tank   as   a   side action; roll 2d10 and take the higher result, and recover that much HP. Shut this ability off after use. Freeze   Cracker:      You   have   delved   into   data   from   previous   fights,   regaining   the   weapon   you   won   from   Freeze   Man--a   spiked   ice blast   that   shatters   on   impact.   Attack   checks   made   with   this   weapon   take   a   -2   penalty,   unless   the   target   is   weak   to   Cold,   in   which case   you   get   +2   instead.   You   may   choose   to   either   inflict   Freezing    status   on   the   target,   or   have   the   ice   shatter,   dealing   1 automatic   damage   to   any   other   enemies   within   5   feet   of   the   target.   If   you   roll   a   6   or   higher   on   an   attack   check   with   this   weapon, shut this ability down. Leaf   Shield:   You   have   tapped   into   your   data   on   Woodman,   and   regained   his   weapon.   As   a   side   action,   you   may   activate   the   Leaf Shield;   it   grants   you   a   +1   bonus   on   all   defense   checks   until   the   end   of   combat.   If   you   fully   defend   against   a   ranged   or   melee attack   (that   is,   you   take   no   damage   from   it),   you   may   choose   to   give   up   your   defense   bonus   to   immediately   counter-attack without   using   your   turn   by   launching   the   leaves   at   your   attacker.   After   the   Leaf   Shield   is   expelled   or   has   expired,   roll   1d10;   on   a 1-5, shut this ability down. Magma   Bazooka:   You   have   sifted   through   old   files,   and   found   the   weapon   you   picked   up   from   Magma   Man.   When   you   attack with   this   weapon,   you   launch   a   wide   spray   of   fireballs   from   your   arm   cannon.   You   inflict   Burning   to   up   to   3   different   targets   at no penalty, with a +2 bonus if they’re weak to Fire. Shut this ability down after use. Noise   Crush:   You   have   sorted   through   your   archives,   and   regained   the   weapon   you   took   from   Shade   Man.   When   you   attack with   this   weapon,   you   fire   a   powerful   sound   wave   from   your   arm   cannon,   which   can   bounce   off   walls   to   hit   foes   from   odd   angles or   around   corners.   You   take   -2   on   attack   checks   made   with   this   weapon,   but   it   automatically   inflicts   Silence   status   on   its   target.   If you roll a 6 or higher on an attack made with Noise Crush, shut it down. Rain   Flush:   Originally   created   to   cause   normal   rain,   this   weapon   was   modified   for   Toad   Man   to   involve   acidic   chemicals.   As   a main   action,   you   can   fire   a   capsule   into   the   air   (this   only   works   with   no   roof   over   your   head),   which   causes   it   to   begin   raining green.   This   deals   1   damage   to   all   enemies   in   the   area,   but   also   inflicts   any   enemy   automata   present   with   Poison .   Though automata   are   typically   immune   to   this   status   effect,   the   corrosive   chemicals   in   the   Rain   Flush   simulate   it   well   enough   in   inorganic bodies. Shut this ability down after use. Rush:   You   have   a   robot   dog,   named   Rush.   Rush   functions   under   normal   follower   rules.   When   making   checks   as   Rush,   roll   2d10 on   checks   to   search   for   particular   objects,   see   through   illusions,   or   find   hidden   passages;   roll   1d10   for   anything   else.   Rush   can also   transform   for   various   purposes:   he   can   turn   into   the   Rush   Spring,   allowing   you   to   leap   numerous   stories   straight   into   the   air or he can turn into the Rush Jet, a sled or board-like state that you can ride, granting you the benefits of Haste . Rush has 5 HP. Super   Arm:   You   have   re-accessed   your   data   on   Gutsman,   and   acquired   his   great   strength.   You   gain   +2   on   checks   that   are   strictly based   on   physical   strength.   You   may   also   automatically   succeed   on   any   test   of   strength   or   similar   physical   feat,   or   lift   an   object regardless of its weight--but after using this aspect of the Super Arm, shut the whole ability down.