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Disney Villains Victorious: Space K/L/Rs
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=== Robots === Robots can be found all over the galaxy, ranging from simple drones to free thinking (and often wisecracking) AI. Robot characters have different gameplay mechanics from organic characters, as detailed below. Instead of choosing three Traits like Humans, Robot characters start the game with two Machine Traits and one Trait chosen freely. Machine Traits revolve around their nature as machines, and often use special gadgets to do what flesh and blood creatures can't. Robots cannot lose strikes from social attacks. Instead, they can take strikes from attacks on their internal systems made with Mechanics or Computers. Mechanics and Computers attacks must be Endured. Losing a Strike from Mechanics or Computers causes the loss of a relevant Trait or Power, or a penalty to a relevant Attribute or Skill. Strikes lost this way can only be healed with successful Mechanics or Computers Test to undo the damage done. Robots do not require food or sleep in the traditional sense, though they have energy needs. It shouldn't come up often, but running out of power should be a concern. A Robot character must choose an energy source at character creation. Energy sources include gasoline, solar power, plasma cores, or anything else your GM approves. Robots do not lose strikes from the elements unless it would damage their internals, such as damage from extreme temperatures, water, electricity, and magnetic fields. If they take damage this way, apply penalties as above. Sample Machine Traits: * Wheels: Add your Driving to your movement speed. You may use Driving in the place of Acrobatics or Athletics. * Hover: You suffer no movement penalties from terrain. * Heavy Armor: +3 Prevent Harm. -4 meters from movement speed. -1 Agility. * Scanner (X): Choose a type of energy or specific target. You have +3 Insight when searching or scanning for that chosen target. * Integrated Equipment: You may spend your Equipment Points on items integrated into your body. If weapons, they must be drawn like normal weapons with a Half Action. -3 Insight to detect Integrated Equipment not in use. * Bionic Arm(s): +2 to all actions where you use your metal limbs for brute force. * Positronic Brain: +2 when rolling for Tests that involve intense calculation or mechanical precision. * Mindjack: +2 Computers when youβre plugged into an appropriate electronic device. * Datalinks: +2 to all Academics and Science tests. * Empathy Module: +3 Persuasion. * "Empathy" Module: +3 Deceit. * Metal Giant: Up one Size category. Can be taken twice. -2 Stealth per Size increase. * Glowy Red Eyes: +4 Intimidate versus living beings, but -2 Persuasion. * Pull Yourself Together!: If defeated, can spend a Will Point to reassemble themselves after one hour. Any interruption in this process means that it must be started again, and you do not regain will points while Defeated. * Flight: You can fly. Attribute Bonus: +2 Robustness OR +2 Intelligence, -2 Charm OR -2 Sensibility
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