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- -Power Level 6, but Power Points are divorced from PL, which just acts as a cap for bonuses/Powers as per normal.
- -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.
- -30 Power Point buy for Tin/Medal abilities.
- --You can spend these on:
- o Ability Ranks
- o Skill Ranks
- o Defenses
- --You can also spend these on the following Advantages:
- o Accurate Attack
- o Agile Feint
- o All-Out Attack
- o Animal Empathy
- o Assessment
- o Attractive
- o Beginner's Luck
- o Benefit
- o Close Attack
- o Daze
- o Defensive Attack
- o Defensive Roll
- o Diehard
- o Eidetic Memory
- o Evasion
- o Extraordinary Effort
- o Fascinate
- o Favored Environment
- o Fearless
- o Hide in Plain Sight
- o Improved Initiative
- o Inspire
- o Instant Up
- o Jack-of-All-Trades
- o Languages
- o Power Attack
- o Precise Attack
- o Ranged Attack
- o Seize Initiative
- o Set-up
- o Sidekick (typically to represent a human partner, no Powers).
- o Skill Mastery
- o Startle
- o Takedown
- o Taunt
- o Teamwork
- o Throwing Mastery
- o Tracking
- o Ultimate Effort
- o Uncanny Dodge
- --You can also spend these the following Powers:
- o Comprehend (Languages, Machines)
- o
- -Each Medabot also starts with 1 Head Part, 2 Arm Parts, and 1 Leg Part, which grant the Medabot the associated Powers and Advantages.
- --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.
- --All Parts have the 'Removable' Flaw applied to all Powers.
- --Head Parts can spend points on the following Advantages:
- o
- --Head Parts can spend points on the following Powers:
- o Communication (Auditory, Tactile, Radio, Visual)
- o Healing(?)
- o Illusion (no extras or flaws except Independent)
- o Quickness (Mental Only)
- o Senses (All except Postcognition and Precognition, all extras/flaws except Affects Others and Dimensional)
- o
- --Head Parts can spend points on the Enhanced Trait Power with any of the following:
- o Ability Ranks (Awareness, Presence)
- o Defenses (Toughness, Will)
- o
- --Arm Parts can spend points on the following Advantages:
- o
- --Arm Parts can spend points on the following Powers:
- o Affliction
- o Damage
- o Deflect
- o Elongation
- o Extra Limbs
- o Protection
- o Quickness (Physical Only)
- o Weaken
- --Arm Parts can spend points on the Enhanced Trait Power with any of the following:
- o Ability Ranks (Dexterity, Fighting)
- o Defenses (Parry, Toughness)
- o
- --Leg Parts can spend points on the following Advantages:
- o Evasion
- o
- --Leg Parts can spend points on the following Powers:
- o Burrowing
- o Flight
- o Leaping
- o Movement (Environmental Adaptation, Safe Fall, Slithering, Sure-Footed, Swinging, Trackless, Wall-Crawling, Water-Walking)
- o Speed
- o Swimming
- o
- --Leg Parts can spend points on the Enhanced Trait Power with any of the following:
- o Ability Ranks (Agility)
- o Defenses (Dodge, Toughness)
- o
- -The following Advantages and Powers can be applied to any Parts: Feature, .
- -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.
- -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.
- -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.
- -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.
- --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.
- --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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