Robot Face

GLOG Class: Superhero

For use with the mech fighting rules here.

What is a mech? It's a suit of armor, which not only protects you but empowers you to protect others. It's a responsibility of utmost importance, and those who misuse it must be resisted at every turn.

Super Robot

d6 hit die, d12 mech hit die.
Pick or roll 2 visual traits for your mech:

  1. Clean
  2. Primary colors
  3. Human face
  4. Sparkly
  5. Symmetrical
  6. Cape

Pick one special weapon for your mech:

  1. Master Sword: Energy weapon. As a sword, but may also shoot energy projectiles within close range when the mech is at full HP. Doesn't use ammo.
  2. Lance of Justice: Energy weapon. d4 damage, melee, but if you first use all your movement in a straight line deals d10. +1 to hit and damage. Doesn't use ammo.
  3. Ignition Keyblade: As a sword. Pilot also has a matching one, which when used transforms the mech into a car or back. Doesn't use ammo.
  4. Sagittarius Bow: Energy weapon. d8 damage, long range. +1 to hit and damage. Doesn't use ammo.

Superhero class templates:
A: Sentient Mech, Summon, Shield
B: Smite Aliens
C: Beacon of Hope, I'll Protect You
D: Fusion

Sentient Mech: Your mech is a sentient alien robot from another dimension. It is largely autonomous, but due to its programming cannot engage in violence unless its pilot acts through it. When you're not piloting it, it can do anything independently from you which does not involve combat.
Summon: You have a device, or artifact, or special dance and catchphrase which will call your mech to you at any time.
Shield: Your mech has a glowing shield of light which gives +1 AC. You can sunder it once per battle to negate all damage from an attack.

Smite Aliens: When you hit a melee attack against an alien or alien robot with HD equal to or less than your Superhero templates, it is immediately banished to another dimension.

Beacon of Hope: Ordinary people trust your mech and will do what they reasonably can to help it, and if they see you get out of it they extend this benefit to you too as long as you don't give them a reason not to. Also, your allies automatically succeed morale tests.
I'll Protect You: Adjacent allies also get +1 AC from your Shield, and you can sunder it to negate damage from an attack against them as well.

Fusion: Your mech can touch and fuse with any willing mech (or non-sentient mech whose pilot is willing). This fusion lasts for 4 rounds. The fusion-mech has combined HP of both mechs but starts at full, has all available abilities and weapons of both mechs but per-battle abilities and ammo are refreshed, and acts twice in initiative, once during each component mech's turn. You control it during your turn and the other pilot controls it during theirs. You take reactions. Damage sustained by the fusion doesn't apply to either component mech. If the fusion would die it just splits apart.
Don't ask what happens to you and the other pilot inside the fusion.

#class #mech