Androids

Androids are said to have unlimited energy and eternal life. Due to their inorganic nature, they also have no aura or ki to sense. There are three types of supply, those that need a constant intake of energy usually stolen from victims to keep their power reservoir from draining and causing the android to malfunction, and the third kind are bio-androids which seem to have modified abilities of both aforementioned versions.

With nearly limitless possibilities and boundless power, androids are extremely commanding warriors. Powerful constructs built and shaped for battle, never slowing down, never giving up. Able to take extreme damage and dish out, even more, androids are deadly and impressive characters on the battlefield.

Android Lore

Android Aptitudes

Attribute Score Increase. Both your Potency and Tenacity scores increase by three (+3), your Agility or Strength score is increased by two (+2).

Age. Constructs don’t age and will continue to function up to roughly 300 years before malfunctioning. Cyborgs age like their counterpart species, however, the age rate is one to four. Bio-Androids age like other species and will tend to show signs of old age as their cells began to separate their bodies will break down.

Health Modifier. Artificial Construct & Cybernetic Organism Four (+4): Bio-Engineered five (+5)

Size. Various Android types have a height between 4’0” to 7’0” and weight from 180lb to 300lb.

Dexterity. Your base speed is two (2) squares or six (6) yards.

Z-Soul. Androids typically focus on a singular goal with unparalleled determination. Androids could have a z-soul related to vengeance, perfection, purpose, loyalty or discovery

Android Proficiencies
Saving Throw: Cognitive
Skills – Select two of the following: Acrobatics, Athletics, Concealment, Knowledge, Perception, Stealth

Android Racial Traits. As an Android, your character gains the following traits, and in addition, they must pick either an Artificial construct, a Cybernetic Organism or a Bio-Engineered – each subspecies has its own additional traits also.

Concealed Power (Android Trait). You can almost entirely hide your life force from outside sources. Whenever another character or outside forces attempt to use any kind of ability to scan or search for potential life forces, they will be unable to locate your character – this includes mechanical devices such as scouters.

Bio-Engineered Androids can still be detected by outside sources; however, they gain five (+5) to Skill (Concealment) Check and when making a Concealment roll they score a critical on results seven (7) or better.

Cybernetic Upgrades (Android Trait).  All five of your senses have been cybernetically enhanced giving you powerful perceptions. While making a Skill (Perception) Check you will score a critical when rolling a natural result of eight (8) or better.

Lock On. You can lock-on onto a target allowing you to track their movements through combat – this ability does not function outside of combat. At the start of your turn, select any one (1) target you are in combat with and declare you are locking on to them. When you are locked on to a target increase your strike rolls against them by three (+3T). Each time you lock-on to a new or different target you gain the Combat Condition Guard Down until the end of the round.

You also are unaffected by any type of physical impairing substances such as poisons, paralyzers, or contagions. You do not require any type of sleep or normal rest. Nor do you require any food or drink, although you can eat for presentation.

Damage Inhibitor (Android Trait). Tough, durable, and built for battle Androids can take significant amounts of damage. Reduce all standard and direct damage you suffer by three (-3T), you cannot reduce lethal damage. I Damage Inhibitor is applied before soak therefore this effect cannot be modified by abilities that affect soak.

Overdrive (Android Trait). You can overcharge your character to push their abilities and power beyond their normal ranges. For constructs this is pushing their mechanical parts beyond their default settings, Cyborgs force their enhancements into critical mode and for bio-androids their cells going into hypometabolism.

Reduce your critical roll rate by one (-1) for each tier of power reached – to a minimum of seven (7). Increase all attribute modifiers by two (+2T), This effect will last a number of rounds equal to the current tier of power reached plus one (+1).

When Overdrive’s ends, you will suffer from stress exhaustion. (Transformation Rules) You can voluntarily end Overdrive any time you wish – you will still suffer from stress exhaustion for one round by ending the effect yourself.

Android Subspecies Traits. There are three Android subspecies you can choose from – Artificial constructs, Cybernetic Organism or Bio-Engineered. All Androids have the traits, concealed power, cybernetic upgrades, damage inhibitor, and overdrive. As an Artificial Construct, you gain the traits Power Absorption and Power Core, as a Cybernetic Organism you get the trait Unlimited Power, and as a Bio-Engineered you get the traits Organic Consumption, Cellular Structure and Karyon Core.

Artificial Construct Traits

Power Core (Artificial Construct Trait).  Artificial Constructs are powered by energy stored in a power core. This core allows you to recover, store and steal energy. At Power Level one (1) increase your capacity rate by eight (+8) and you total ki points by twelve (+12). Each time you gain a level add four (+4) to your capacity rate and six (+6) to your total ki points, this is in addition to any other increases you are entitled too.

Notably, due to the nature of your power core you cannot to use the Surge Maneuvers Power Surge. Additionally, the Maneuver Combat Recovery does NOT restore your Ki Points, it can only restore Life Points.

Power Absorption (Artificial Construct Trait).  Since constructs have moving mechanical components, you need to absorb energy to replenish your power reserves. This can be accomplished in two different ways, one by stealing it from someone else or by charging at a source of energy. When outside combat you can replenish your energy reserves by simply “plugging” into a power source at your ARC discretion.

Energy Drain Maneuver (1 Action). During a successful grapple, you can choose to steal the energy from your grappled target. Regardless of who started the grapple, on your turn you can spend one (1) action to perform the Energy Drain Maneuver. Your target rolls a Corporeal Saving Throw, TN medium. If they pass nothing happens, if they fail reduce their Ki Points by an amount equal to their Potency modifier and restore that amount to your current Ki Points.

Energy Absorption Maneuver If you successfully use the Parry Maneuver Deflect ability you can absorb the attack you have successfully deflected. Carry out the attack normally as if it had struck you; however, instead of suffering damage to your Life Points, instead restore the intended damage to your Ki Points. This cannot cause your ki pool to exceed its maximum.

Siphon. You can absorb the energy your target extrudes when they attempt to dodge or are stuck by your attacks. If you successfully strike with a physical attack of any type and deal damage to a target increase your current Ki Points by three (+3) plus your power level.

Cybernetic Organism Traits

Unlimited Energy (Cybernetic Organism Trait). Cyborgs have a much different type of enchantment that collects the energy exerted by your movements then amplifies that energy and returns it back to you. This cycle allows you to collect excess energy and effectively recycle it. During combat at the start of each round before any character takes a turn you automatically restore five (+5T) ki points.

Additionally, you can use the Surge Maneuver Power Surge during your turn. You cannot use this type of surge more than once a turn. Moreover, when you use the Power Up Maneuver use the following rule.

“Powering up increases your character’s overall badassery by letting you spend more ki points per-round. When you use power-up increase your capacity rate by one-half (1/2). This increase lasts until the end of your next turn.”

Bio-Engineered Traits

Organic Consumption (Bio-Engineered Trait). Bio-Androids composition requires that you consume the cellular structures of other creatures to maintain and repair your cell’s cytoskeletons. During a Grapple Maneuver, on your turn you can choose to use Stamina Drain on the other combatant involved.

Stamina Drain Maneuver (1 Action). During a successful grapple, you can choose to steal the essence from your grappled target. Regardless of who started the grapple, on your turn you can spend one (1) action to perform the Stamina Drain Maneuver. Your target rolls a Corporeal Saving Throw, TN medium. If they pass nothing happens, if they fail reduce their Life Points by an amount equal to their tenacity modifier. Restore that amount to your current Life Points.

Cellular Structure ( Bio-Engineered Trait).  The cellular bonds in your character are built in a specific way that allows you to recover from small or minor damage quickly. During combat at the start of each round before any character takes a turn you automatically restore three (+3T) life points.

Quick Recovery. When you perform the maneuver Combat Recovery use the following rule instead. “When you perform this maneuver roll a 3d10 and restore both your life and ki points by the corresponding natural result, increase this effect by +3d10 for each tier of power reached.

Karyon Core (Bio-Android Trait). This trait replaces the Android Cybernetic Upgrades trait. Your cellular structure is bound to your Karyon Core, this cluster of cells stores everything that your character is. Your core is hidden in an unknown place within your body. As long as this core is not damaged you are unkillable. Record the position of your Karyon Core on your Character Record Sheet. While your core can NOT be damaged by any type of attack normally, if a combatant discovers its precise location, they can use the Called Shot Maneuver to target it. Your core can only be damage by this type of maneuver – when a combatant attacks your core with the Called Shot Maneuver increase the Action cost of the maneuver by one (+1) and double the penalty to their Strike Roll.

When you are reduced to zero (0) Life Points you are always considered to be Defeated regardless of amount, type, or level of damage you suffer – even if your body is destroyed so long as your Karyon Core is not damaged you can regenerate. At the start of your next turn, after you have been defeated, roll 2d10 percentile and consult the regen table below.

Regen in one RoundsRegen in 1d4+1 RoundsRegen in 1d4+2 RoundsRegen in 1d4+3 Rounds
01-3031-6061-8081-00

Consult the regen table to determine the number of rounds it takes for you to regenerate your physical form. While you regenerate you cannot take any actions, your place in the Initiative Order is dropped to last and you are considered to have the Combat Condition Prone.

On the turn you are fully regenerated roll 2d10(T) and restore that amount of Life Points and Ki Points. Additionally, increase your restoration by +1d10 for each round it takes to regenerate. As an example, if you score a forty-six (46%) percent the number of rounds before you regenerate is three (3). So, you will roll 5d10 and restore that many Life Points and Ki Points. If your Tier of Power were two (2) you would restore 9d10 worth of Life and Ki Points.

Additionally, your Karyon Core reduces the negative effects of all Health Thresholds by one-half (1/2) to a minimum of one (1). It also increases your Corporeal Saving Throwing by two (+2T).

Finally, if you are stuck by any type of attack, or suffer any type of damage, from any source and the damage inflicted is fifty (50%) or more then your current Life Points and the damage reduces you to zero (0) Life Points – then your Karyon Core does NOT active and you count as Defeated or dead depending on the situation and your ARC.

Android Starting Equipment

When creating an Android character, you can choose from the following gear and equipment, in addition to any items you purchase or are granted. You will select either item ‘1’ or ‘2’ from the list below.

  • (1) Regen Booster S or (2) Power Booster S
  • (1) Spiritualist kit or (2) Martial combat kit
  • 3d10 worth of staring wealth

Dynamic Statistics. You can use the following table to randomly determine your Android character’s features.

Random Starting Age. For Cybernetic Organism use the random starting age of your counterpart species, for Bio-Engineered use any specie’s random age and for Artificial Construct use the chart below.

PristineOutdateobsoleteancient
1-199 years200-299 years300-399 years400+ years
Random Starting Age
TypeBase HeightHeight ModifierBase WeightWeight Modifier
Android4’0”+3d10 inches180lb.+5d10 lb.
Random Height and Weight

Random Attribute hierarchy. Using the same rules for primary, secondary, tertiary, you will roll a die and the natural result will correspond to an attribute from the chart below. Make three separate rolls, one for primary, secondary and tertiary. Re-roll any doubles, discard results of nine or ten and roll again. The remaining attributes start at two (2) like normal.

Natural ResultAttribute
1 Potency
2 Agility
3 Personality
4 Spirit
5 Insight
6 Scholarship
7 Strength
8 Tenacity

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