M EGA MA NRock 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.CHECKSRoll 3d10and 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.XPWhen 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 WITHSuper 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 toPoison. 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 CHOICESE-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 Freezingstatus 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, travelling faster than most cars. 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.