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 two 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 those whose power continually replenishes ad nauseum.

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 Force and Tenacity scores are increased by +4 and your Insight score is increased by +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.

Health Modifier. +4

Size. Various Android types have a height between 4’0” to 7’0” and weight from 180lb to 300lb. Android characters can choose to be Small, Medium, or Large.

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, Knowledge, Perception, Science, or Stealth

Wonders of Technology (Android Trait) (Body). Cyborgs, Androids and even creatures of living metal – an ‘Android’ can be any of them. You cannot gain the Poisoned Combat Condition and, at Character Creation, choose one of the following options and gain the listed benefits:

  • Cyborg. Once per Combat Round, you may re-roll a Natural Result of 1 on a d10. If you do, increase the Natural Result of the second result by +2.
  • Construct. You do not roll for your Steadfast Save for the Bloodied and Injured Health Thresholds but automatically succeed as if you rolled an 8. If any Trait, Talent or effect would increase your Steadfast Save’s results (such as through using a Keep the Best rule or increasing the Natural Result) – that effect instead becomes ‘Increase your Life Points by +2 per Power Level.’.

    You do not have biological requirements such as breathing.
  • Machine Mutant. You have the ability to walk and move through metal walls as if they were liquid and can modify your body to defend against attacks you can see coming. You benefit from the Armored Form Aspect, even if you’re not in a Transformation, against attacks from the opponent you have targeted with the Lock-On Racial Trait.

    Gain Proficiency in Corporeal Saving Throws.

Energy Core (Android Trait) (Body). At Character Creation, choose one of the following options and gain the listed benefits:

  • Infinite Energy. Once per Combat Round, you may spend One Action to regain 2d10(T) Ki Points. You may increase the amount of Ki Points you regain by 1/2 of your Force Modifier.

    At the start of each Combat Round, regain +5(T) Ki Points. Your Ki cannot be sensed by other characters – you automatically succeed at any Concealment Skill Checks, even when Opposed. You cannot use or be targeted by the Empower Maneuver and your opponents cannot reduce your Ki Points through any means.
  • Power Battery.  Double your Maximum Ki Points. You cannot benefit from the Ki Multiplier rule but while using an Enhancement Power, increase your Capacity Rate by +1/2. When you transform into an Alternate Form or Legendary Form, regain Ki Points equal to your current Capacity Rate.

    You cannot regain Ki Points through Power Surges, Combat Recovery or Legend Realized. Reduce the Ki Point cost of all Maneuvers by -2(T), this can allow the Ki Point cost to become 0.

    While your current Ki Points exceed your Capacity Rate, increase your Soak Value and Wound Rolls by +1(T). Your Ki cannot be sensed by other characters – you automatically succeed at any Concealment Skill Checks, even when Opposed. You cannot use or be targeted by the Empower Maneuver and your opponents cannot reduce your Ki Points through any means.
  • Mutant Core. Your body is able to integrate various weapons and items into itself, letting you call upon them like an extra limb. You may integrate a number of Basic Items and/or Equipment into your body equal to your Tier of Power. Integrating an item requires you to be able to hold it without interference and spend One Action to integrate it. You may use any integrated Basic Items as an Instant Action and you may apply the effects of a single piece of integrated Apparel without wearing it (this does not count towards your number of Layers and may allow you to stack the benefits of two pieces of Apparel of the same Apparel Category). Any integrated Apparel does not apply the Apparel Penalty and you do not gain the benefits of Doffing that piece of Apparel even if it is destroyed. Additionally, you may use any integrated Weaponry without suffering the Wielding Penalty. Any integrated Melee Weapons can be treated as Unarmed when you make an attack by spending 3(T) Ki Points before you make your Strike Roll.

    Once per Combat Round, you may use an Instant Action to destroy one of your integrated items to either: use the Power Up Maneuver as an Out-of-Sequence Action, use the Energy Charge Maneuver as an Out-of-Sequence Action, immediately regain +2d8(T) Ki Points, or gain +1 Counter Action to use by the start of your next turn.

    All destroyed items are lost forever.

    You must select this option of Energy Core at Character Creation if you chose Machine Mutant for the Wonders of Technology Racial Trait.

Specialized Features (Android Trait) (Body). At Character Creation, choose one of the following options and gain the listed benefits:

  • Surging Power. When you use the Power Up Maneuver, increase your Capacity Rate by 1/2 instead of 1/4th. Additionally, increase the bonus to Combat Rolls from Power Up to +2(T) instead of +1(T), but you can only use the Power Up Maneuver once per Combat Round and the benefits from Power Up cannot stack.
  • Weapon Ports. You have various weapon ports over your body, able to allow you to fire your fist like a rocket or enhance your attacks. When using a Ki Manipulation or Martial Arts Signature Technique, you may apply +2 applicable Qualities as if you were using a Ranged Weapon or Melee Weapon respectively.

    If you would score a Critical Result on the Strike Roll of a Signature Technique, increase the Wound Roll by +1d4(T).
  • Power Absorption. You may absorb the energy of other beings. Once per Combat Round, if you would successfully Deflect an opponent’s Attacking Maneuver, you may absorb that attack instead. The attacking opponent makes the Wound Roll for their Attacking Maneuver but you do not take any damage – instead, gain Ki Points equal to 1/2 of the result. This cannot cause your Ki Points to exceed your Ki Point Pool. If you gained +15(T) Ki Points or more through this effect, you may use the Power Up Maneuver as an Out-of-Sequence Action.

    If you successfully strike an opponent within your Melee Range with any type of Attacking Maneuver, increase your current Ki Points by +2(T), using your target’s Tier of Power. You also gain access to the Energy Drain Maneuver (seen below).

    You cannot select this option at Character Creation if you chose the Infinite Energy option for the Energy Core Racial Trait.
  • Hyper Resilience. After you apply your Soak Value to any damage inflicted by an Attacking Maneuver, if you take less than 4(bT) damage, you take no damage. Reduce all Damage Over Time you would suffer by -1(T).
  • Enhanced Reflexes. Reduce the Ki Point cost of the Rapid Movement option of the Movement Maneuver by -1(bT), increase your Impulsive Save by +1(T) and increase your Defense Value by +1(T).
  • Heroic Style. While your base Personality Modifier is your highest base Attribute Modifier, increase all of your Combat Rolls by +1(bT) and increase your Initiative Rolls by +1d6.

    Treat your base Personality Modifier as if it was +2(bT) higher for the effects of any Talents you possess.
  • Pacifistic Intelligence. At the start of each Combat Encounter, you gain the Slowed Combat Condition. This Combat Condition cannot be removed by any means except when an opponent becomes Unforgivable, at which point you immediately lose the Slowed Combat Condition and increase all of your Combat Rolls by +1d4(T) until all Unforgivable Opponents are Defeated, at which point you lose these Extra Dice and regain the Slowed Combat Condition. When an opponent reduces an Ally’s Life Points to any amount below the Wounded Health Threshold (including if they are Defeated), you may declare that Opponent is Unforgivable.

    The Extra Dice from Pacifistic Intelligence do not stack and persist while there is at least 1 Unforgivable Opponent in the Combat Encounter.
  • Small Scale Structure. Your Android is of an abnormal scale, being particularly small – your base Size Category is Tiny. Increase all of your Stealth Skill Checks by +1d4. Additionally, when using a Called Shot against a character that is 2+ Size Categories larger than you, increase the Wound Roll by +3(T).
  • Android Fusion. Spend 3 Actions to target a willing Android within your Melee Range or a willing defeated Android who is not at Long Range. That Android is fused into you, becoming absorbed and no longer existing as an independent character. When you fuse with another Android, you gain an instance of the Super Android Manifested Power and you gain a number of Attribute Points to spend immediately equal to 4x the base Tier of Power of the absorbed Android. You can gain a stack of the Super Android Manifested Power even if you’re at the maximum number of stacks for your Tier of Power and if you don’t meet the Tier of Power requirements. If gained this way, it counts towards your maximum number of stacks when your base Tier of Power increases.

    After absorbing another Android, you may also choose to increase your base Size Category to Large. If an absorbed Android is 5+ Power Levels lower than you, you do not gain a stack of the Super Android Manifested Power.

    This option cannot be selected by Bio-Androids.

Energy Drain Maneuver (Dynamic). While in a Grapple that you have initiated, you can spend 1 to 3 Actions to force the Grappled character to make a Corporeal Saving Throw, TN Hard. If they fail, they must make a Force Ability Check (if they are Holding Back, reduce their Dice Score by -2 for each stack of Holding Back), characters with the Magic Warrior Talent must use their highest Attribute Modifier between Force and Spirit. They lose a number of Life and Ki Points equal to the result and you gain Ki Points equal to the amount they lost. If they succeed, make the same Force Ability Check but they only lose Ki Points and only equal to 1/2 of the result (you still gain Ki Points equal to the amount they lose). For each Action spent after the first, increase the Corporeal Saving Throw by +1 Difficulty Category and increase the result of the Force Ability Check by +3(T), using the higher of you and your opponents’ Tier of Power for the calculation. You can only use the Energy Drain Maneuver once per Combat Round, and your target cannot use the Willing Failure rule for their Ability Check.

After using the Energy Drain Maneuver, if you are a higher Tier of Power than your opponent, reduce their Grapple Checks until the start of your next turn by -2(T). If you are a lower Tier of Power than your opponent and your opponent fails their Corporeal Saving Throw for the Energy Drain Maneuver, you may immediately use the Power Up Maneuver as an Out-of-Sequence Action.

Damage Inhibitor (Android Trait) (Body). Tough, durable, and built for battle, Androids can take significant amounts of damage. Reduce all Standard and Direct Damage you suffer by -2(T). Damage Inhibitor is applied before Soak.

Lock On (Android Trait) (Body). You can lock-on onto a target allowing you to track their movements. At the start of your turn, you may declare you are locking onto an opponent or stop locking onto any currently locked onto opponents. When you are locked onto an opponent, increase your Strike Rolls against them by +2(T). You can only lock onto one opponent at a time and if you would declare a different opponent to lock onto, you stop benefiting from Lock On against the opponent you were previously locked onto.

If an opponent other than the opponent you are currently locked onto would make an Attacking Maneuver against you, increase their Strike Rolls by +1(T).

Increase your Perception Skill Checks by +1(T).

Functional Purpose (Android Trait) (Mind). Each Android is built for a reason and depending on that reason, their abilities may differ. At Character Creation, select one of the following bonuses:

  • Destroyer. Increase your Force Score by +2. Additionally, once per Combat Encounter, you may increase one of your Wound Rolls by +1d4(T).
  • Protector. Increase your Tenacity Score by +2. Additionally, once per Combat Encounter, you may reduce one instance of damage you take by -1d4(T).
  • Companion. Increase your Personality Score by +2. Additionally, once per Combat Encounter, you may increase an ally’s Combat Roll by +2(T) before you know the result.
  • Researcher. Increase your Scholarship Score by +2. Additionally, once per Combat Encounter, you may decrease an opponent’s Combat Roll by -2(T) before you know the result.
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