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UserShadow7989

M&M&M Rough Draft

Jun 30th, 2023 (edited)
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  1. -Power Level 6, but Power Points are divorced from PL, which just acts as a cap for bonuses/Powers as per normal.
  2. -If a combination of Tin/Medal abilities and benefits granted from Parts would increase bonuses past these usual caps, apply a penalty to the relevant bonuses to reduce it to fit that cap, with the specific penalties determined at the time of assembly.
  3.  
  4. -30 Power Point buy for Tin/Medal abilities.
  5. --You can spend these on:
  6. o Ability Ranks
  7. o Skill Ranks
  8. o Defenses
  9. --You can also spend these on the following Advantages:
  10. o Accurate Attack
  11. o Agile Feint
  12. o All-Out Attack
  13. o Animal Empathy
  14. o Assessment
  15. o Attractive
  16. o Beginner's Luck
  17. o Benefit
  18. o Close Attack
  19. o Daze
  20. o Defensive Attack
  21. o Defensive Roll
  22. o Diehard
  23. o Eidetic Memory
  24. o Evasion
  25. o Extraordinary Effort
  26. o Fascinate
  27. o Favored Environment
  28. o Fearless
  29. o Hide in Plain Sight
  30. o Improved Initiative
  31. o Inspire
  32. o Instant Up
  33. o Jack-of-All-Trades
  34. o Languages
  35. o Power Attack
  36. o Precise Attack
  37. o Ranged Attack
  38. o Seize Initiative
  39. o Set-up
  40. o Sidekick (typically to represent a human partner, no Powers).
  41. o Skill Mastery
  42. o Startle
  43. o Takedown
  44. o Taunt
  45. o Teamwork
  46. o Throwing Mastery
  47. o Tracking
  48. o Ultimate Effort
  49. o Uncanny Dodge
  50. --You can also spend these the following Powers:
  51. o Comprehend (Languages, Machines)
  52. o
  53.  
  54. -Each Medabot also starts with 1 Head Part, 2 Arm Parts, and 1 Leg Part, which grant the Medabot the associated Powers and Advantages.
  55. --Each Arm, Leg, and Head Part is made with separate Power Point pools, 15 each, which can only be spent on specific Advantages and Powers.
  56. --All Parts have the 'Removable' Flaw applied to all Powers.
  57.  
  58. --Head Parts can spend points on the following Advantages:
  59. o
  60. --Head Parts can spend points on the following Powers:
  61. o Communication (Auditory, Tactile, Radio, Visual)
  62. o Healing(?)
  63. o Illusion (no extras or flaws except Independent)
  64. o Quickness (Mental Only)
  65. o Senses (All except Postcognition and Precognition, all extras/flaws except Affects Others and Dimensional)
  66. o
  67. --Head Parts can spend points on the Enhanced Trait Power with any of the following:
  68. o Ability Ranks (Awareness, Presence)
  69. o Defenses (Toughness, Will)
  70. o
  71.  
  72. --Arm Parts can spend points on the following Advantages:
  73. o
  74. --Arm Parts can spend points on the following Powers:
  75. o Affliction
  76. o Damage
  77. o Deflect
  78. o Elongation
  79. o Extra Limbs
  80. o Protection
  81. o Quickness (Physical Only)
  82. o Weaken
  83. --Arm Parts can spend points on the Enhanced Trait Power with any of the following:
  84. o Ability Ranks (Dexterity, Fighting)
  85. o Defenses (Parry, Toughness)
  86. o
  87.  
  88. --Leg Parts can spend points on the following Advantages:
  89. o Evasion
  90. o
  91. --Leg Parts can spend points on the following Powers:
  92. o Burrowing
  93. o Flight
  94. o Leaping
  95. o Movement (Environmental Adaptation, Safe Fall, Slithering, Sure-Footed, Swinging, Trackless, Wall-Crawling, Water-Walking)
  96. o Speed
  97. o Swimming
  98. o
  99. --Leg Parts can spend points on the Enhanced Trait Power with any of the following:
  100. o Ability Ranks (Agility)
  101. o Defenses (Dodge, Toughness)
  102. o
  103.  
  104. -The following Advantages and Powers can be applied to any Parts: Feature, .
  105.  
  106. -Exceptions can be made on a case by case basis as determined by the GM. For example, an Arm Part could be made with Summon 1 with the Active, Controlled, and Mental Link Extras and the Limit (Destroyed on successful attack) Flaw to represent small drones/homing missiles.
  107.  
  108.  
  109. -Upon defeating an opponent, you can select 1 Part used by that opponent to take, letting you equip it in place of an existing part of a similar type between combat/during downtime.
  110.  
  111. -If gaining Power Points as a means of progression is involved, you can choose to ugrade your Tin/Medal within the limit outlined above, spend Power Points to create a new Part, or spend Power Points on a Part that has less Power Points spent than the maximum.
  112.  
  113. -During combat, you can target a specific Part to damage it instead of the Medabot themselves. The target's active defenses and toughness are reduced by 4 for the purposes of this action.
  114. --Parts that suffer a -2 Toughness Penalty or greater are Broken, and their granted Advantages and Powers are lost until the Penalty is reduced below that threshold and/or repaired between combat/during downtime.
  115. --Parts that grant Enhanced Trait (Toughness and/or ) much suffer a total Toughness Penalty of -(2 + the bonus to Toughness) before breaking.
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