TEXT: It’s the year 21XX...  They don’t make Robot Masters 
  like they used to.  No longer can a single super 
  robot fight the latest evil scientist spawn.  The current 
  batch of Masters have overstayed their welcome.  
  No single robot could challenge them, and they are 
  laying waste to most of human civilization.
  So a team of the best good-willed scientists have 
  pooled their talents in creating a squad of super 
  robots to combat these new robot masters.  It is with 
  the hopes of the world that this squad, in 21XX, will 
  finally bring forth the “Fall of The Masters”.
  GET EquippED WITH: What you need!
  • 
  Evil Scientist to run the areas, Masters, and 
  hordes of Minions you will face.
  • 
  Players to control members of the Squad.
  • 
  Many six-sided dice, known as d6’s
  • 
  Writing implements
  • 
  Copies of the character sheet for players
  • 
  A sense of justice and determination
  GET EquippED WITH: How to start!
  Each player makes a member of the Squad via the 
  instructions on the character sheet.  The Evil Scientist 
  plans a few encounters in various theme orientated 
  areas that are controlled by powerful Robot Masters.  
  These areas are swarming with easily defeated 
  Minions that only serve to give the Master time to 
  prepare for the Squad.  The Minions may be weak, 
  but most have very nasty tricks to play to deplete 
  resources before the arrival of the Master.  This 
  isn’t even factoring the pitfalls the area provides.  
  Areas are extremely thematic and coincide with the 
  Master’s preferences and... twisted personality.
  GET EquippED WITH: Robot Masters!
  Robot Masters are NEVER trivial and meaner than 
  ever.  Even the easiest have twice the Life Bar of any 
  one Squad member, possible immunities to many 
  Acquired Weapons, powerful attacks that outclass 
  Squad members, and above all...  Home field 
  advantage.  The toughest are nearly invulnerable 
  to the basic Arm attack and have attacks with 
  devastating side effects.  Expect anything and 
  everything, including warping the laws of physics.
  But all hope isn’t lost.  Even the toughest Masters 
  always have some kind of vulnerability.  Just don’t 
  expect any self-respecting Robot Master to make it 
  easy.
  Robot Masters like to soften up “visitors” with their 
  hordes of thematic minions before dramatically 
  showing up themselves.  They tend to favor 
  attacking in patterns and making use of the area 
  for strategic advantage.  And if they sense a Squad 
  member has a particular weakness they can abuse... 
  They do so to the fullest extent.  Robot Masters didn’t 
  climb to the top of the scrap heap by being nice.
  **For inspiration in creating Robot Masters, 
  research any of the Mega Man series of games.
  GET EquippED WITH: Run the Game!
  The Squad reviews the areas presented by the 
  Evil Scientist and decide upon one to be beamed 
  into.  What lies there is up to the Evil Scientist the 
  present.  The Squad may get a few moments of 
  peace to explore the strange landscape, but are 
  sure to run into minions who love to employ tricks, 
  gimmicks, home turf advantage, and numbers to 
  make up for being individually weak.
  Once the Squad manages a few hordes and 
  explores some of the area, the Robot Master will 
  show up.  Each Master has a demented personality 
  and views the presence of the Squad differently.  
  But... None of them like idea of being destroyed by 
  the Squad and will fight them after any theatrics are 
  done.
  Throughout the fight the Squad will have to work 
  with each other.  Coordinating Moves, keeping 
  Energy reserves in check, using their Guile to figure 
  out how to fight the Robot Master, and using their 
  Arm weaponry efficiently.
  GET EquippED WITH: Rolling!
  Any action that has a significant chance of failure 
  prompts a Roll.  You pick an appropriate MEGA score 
  and use that many dice plus any bonus dice.  When 
  Rolled, 5’s and 6’s are considered successes.  A 
  majority of 1’s without successes tends to make the 
  situation worse.  If the action is deemed more difficult 
  than usual, die can be removed from the pool before 
  the Roll is made.  -1 is mildly difficult, -2 is very difficult, 
  -3 is extremely difficult, -4 is ridiculously difficult, and 
  -5 is impossibly difficult.
  Squad members can perform Moves 
  simultaneously and combine efforts to pool 
  multiple MEGA scores and bonuses from different 
  Squad members together, so long as it is deemed 
  appropriate and thematically sensible... or just Rock 
  Awesome.  The toughest Robot Masters will require 
  such feats to defeat, as they will be expecting such.  
  An Attack usually uses the Arm score, but other 
  scores can be used depending on the type of 
  attack.  A Defend usually uses the Energy score, 
  but other scores can be used depending on the 
  way the defense is made.  Yes, you may attempt 
  to Defend with an Attack.  The Squad is capable of 
  many feats of quick reactions and precisely applied 
  power...  But... So are the Robot Masters.
  Each success in an Attack, not stopped by a 
  success in a Defend, causes a Hit to the Life Bar.  
  This is marked out starting from the top.  If the Life Bar 
  gets low, you will have to remove the number of dice 
  indicated by the current Life Bar level.  When the Life 
  Bar reaches “X”, the Squad member will shut down.
  GET EquippED WITH: Fighting!
  When a fight starts, the Robot Master goes first, 
  followed by the Squad, and then the Minions.  Any 
  action in combat is considered a Move.  You can 
  perform as many Moves as your score says per turn.  
  You can Hold Moves to defend against attacks.
   All Squad members have a basic Arm attack.  While 
  not always the most effective, it is always there.  
  When attacking a Robot Master with an Acquired 
  Weapon for the first time, a die is rolled.  On a “1”, 
  the Master is immune.  On a “6”, the Master is weak 
  against it and can only hope to dodge it to avoid 
  Hits.  Otherwise, it is just like the basic Arm attack.
  GET EquippED WITH: Game Over!
  If the Squad manages to defeat the Robot Master, 
  the Master will go out dramatically.  Each Squad 
  member will get a copy of the Robot Master’s 
  weapon and a Point to put into any MEGA score.  
  The Squad will beam out back to base for the next 
  area, after recovering a bit.
  If the Squad is beaten, they are beamed out for 
  repairs.  The area will change up a bit.  And the 
  Robot Master WILL mock the Squad on their return.
  
  LIFE
   
  Bar
  Move
  Energy
  Guile
  Arm
  0
  0
  0
  0
  0
  0
  -1
  -1
  -1
  -2
  -2
  -3
  X
  1
  2
  3
  4
  5
  6
  7
  8
  1
  2
  3
  4
  5
  6
  7
  8
  1
  2
  3
  4
  5
  6
  7
  8
  1
  2
  3
  4
  5
  6
  7
  8
  ID
  Mascot
  Creator’s
  will
  0
  0
  -1
  Acquired Weapons
  1
  2
  3
  4
  5
  6
  7
  8
  GET EquippED WITH: A Character!
  1.  Put 8 points total into MEGA scores.
  2.  Choose an ID (character’s name)
  3.  Choose or roll a Creator’s Will.
  4.  Choose or roll a Mascot.
  5.  Choose or roll an Acquired Weapon.
  6.  Draw, color, or alter your schematic.
  GET EquippED WITH: MEGA Scores!
  MEGA scores represent the various abilities 
  of your character.  When you make a Roll, you 
  use as many dice indicated by the score, plus 
  any bonus dice and minus penalties.
  Move: Speed of movement, Moves during 
  a turn, ability to dodge, and other movement 
  related actions such as charging, power 
  jumping, high speed running, or martial arts.
  Energy: Times an Acquired Weapon 
  can be used before recharge, default Defend 
  against Hits, and capacity to heal and 
  recharge.
  Roll Energy to Heal or Recharge yourself or 
  another.  Each success grants another use of a 
  Weapon or heals a Hit on the Life Bar.
  Guile: Maximum number of Acquired 
  Weapons kept ready, summon mascot, and 
  ability to find Robot Master weakness.
  Roll Guile to summon your Mascot.  Each 
  success grants an action to use the Mascot for.
  Roll Guile to analyze a Robot Master.  Each 
  success allows you to perform a simulated  
  Attack against a Robot Master with any Squad 
  member’s weapon for no cost.
  Arm: Power of regular Arm attack, Power of 
  Acquired Weapon attack, Bonus provided by a 
  Mascot.
  When using a Mascot for a Roll, add your Arm 
  score of dice to the pool.
  GET EquippED WITH: Creator’s Will!
  You weren’t a complete blank slate when 
  made.  Your creator imbued you with his or her 
  will to carry out.  Whenever you manage to 
  apply that at an action, you gain a bonus die.
  Creator’s Wills to Roll/Choose from:
  1. 
  Impossible Doctrine of Pacifism
  2. 
  Indomitable Will of One
  3. Unoppressible Sense of Justice
  4. Drive to Right the Wrongs
  5. 
  Desire to “Finish this, Finally”
  6. Determination of the Defender
  GET EquippED WITH: Mascot!
  Each character has been granted a robotic 
  Mascot to aid them.  By Rolling Guile, you 
  can summon your Mascot.  The Mascots are 
  versatile creatures that can transform into 
  means of transportation, any kind of powerful 
  tools, or into devices to augment the power of 
  weaponry.  Personalties and names are up to 
  you to decide upon.
  Mascot to Roll/Choose from:
  1.
  Dog
  2. Cat
  3. Bird
  4. Snake
  5. Ferret
  6. Monkey
  GET EquippED WITH: Weapons!
  Acquired Weapons are gained from Robot 
  Masters.  Using Arm systems, you can mimic the 
  weapon in a limited fashion.  You start out with 
  a weapon and gain one defeating a Robot 
  Master.  You can only keep your Guile worth of 
  weapons ready to use in an area.  You have 
  Energy uses of a weapon before recharging.  
  Your weapon is as powerful as your Arm 
  score.  You can use a Move to temporarily link 
  a readied Weapon to another squad member’s 
  Arm system to used as their own for one attack.
  Weapons can be use in non-weapon 
  ways, which is absolutely encouraged 
  and sometimes necessary.  Creative uses of 
  weapons grant a die bonus to any Rolls made.  
  The full potential of weapon aspects is open to 
  interpretation both creatively or feasibly.
  Weapons to Roll/Choose from (Roll once for 
  each side to create a combo name):
  Fire
  1
  Bomb
  Ice
  2
  Storm
  Light
  3
  Beam
  Air
  4
  Shield
  Wood
  5
  Boomerang
  Metal
  6
  Cannon
  
SOURCE: textdata/thevault/Other (Unique) Systems/Top Secret Games Two Page Tabletops/21XX Fall of the Masters.pdf