
As your cybernetic parts work faster, push harder, the heat builds, rising– overflowing. As your mechanical components push past their safe operation tolerance limits, your combat strength rises, and with it, you unleash a beatdown like no other. When an enemy proves too much, you know that all you have to do to win is set your systems into Overdrive.
- Racial Requirement: Android
- Transformation Type: Enhancement
- Enhancement Type: Standard
- Prerequisite(s): N/A
- Stress Test Requirement: 12
- Tier of Power Requirement. 2+
- Aspects: Transcendent, Armored, Enhanced Save (Cognitive/Impulsive), Dedicated, Draining (LV2)
| AG | FO | TE | SC | IN | MA | PE |
|---|---|---|---|---|---|---|
| +1(T) | +1(T) | +1(T) | – | +1(T) | +1(T) | – |
Heated Combat: Your mechanical parts heat up as you overclock your systems, reaching output levels you’d previously never dreamed of.
(1)-[Passive]: Ignore the effects of Reduced Momentum.
(2)-[Passive]: For each Health Threshold you are below, increase your Surgency, Soak Value, and Wound Rolls by 1(T).
(3)-[1/Round]: During your turn, you may spend 4(bT) Life Points to use the Movement Maneuver or Energy Charge Maneuver as an Instant Maneuver.
(4)-[Triggered]: If you make an Attacking Maneuver, you may spend 4(bT) Life Points to apply an Energy Charge to that Attacking Maneuver.
(5)-[Triggered/Power, 1/Round, 2/Encounter]: Spend 8(bT) Life Points to enter the Superior State until the start of your next turn.
Beyond Schematics: Operating beyond standard specifications, your cybernetics are functioning at a peak beyond what they were designed for.
(1)-[Passive]: You are always considered to be in the Healthy Health Threshold for the 1st effect of Technological Being.
(2)-[Passive]: While in the Superior State, increase your Damage Reduction and Wound Rolls by 1(T).
(3)-[Triggered, 1/Round]: If you use the Direct Hit or Guard options of the Defend Maneuver, you may increase your Damage Reduction by 1/2 for the duration of that Attacking Maneuver.
(4)-[1/Encounter]: If you are below the Critical Health Threshold, you may use a Healing Surge as an Instant Maneuver.
(5)-[Triggered, 1/Encounter]: If you use an Attacking Maneuver with 3+ Energy Charges, you may increase the Damage Category of that Attacking Maneuver by 1 Category.
Burst Limit
Scalding Power: The heat building in your cybernetic components can be channeled into your offensive maneuvers.
(1)-[Triggered/Transform]: Use the Power Up Maneuver as an Out-of-Sequence Maneuver. Then, you may use the Energy Charge Maneuver, Movement Maneuver, or Basic Attack Maneuver as an Out-of-Sequence Maneuver.
Mastery Trait
Maintained Heat: As you become accustomed to overclocking your mechanical parts, the heat it generates becomes a constant companion.
(1)-[Permanent]: Overdrive loses the Draining Aspect.
(2)-[Passive]: Halve the amount of Life Points you spend through the effects of Heated Combat.
(3)-[Passive]: While in the Superior State, ignore the 2nd effect of the Superior State.
(4)-[Passive]: The 5th effect of Heated Combat becomes [3/Encounter].
Transcendent Trait
Maximum Overdrive: Reaching a level beyond even the overclocked state you’re used to, you push your cybernetics to their absolute limits and draw power out of them that even you didn’t know you had.
(1)-[Permanent]: Overdrive gains the Scaling (LV2) Aspect.
(2)-[Passive]: Apply your Tier of Power Extra Dice an additional time.
(3)-[Passive]: While you possess 1+ stacks of Power, increase your Damage Reduction by 1(T).
(4)-[Triggered]: If you spend Life Points through the effects of Heated Combat, regain Ki Points equal to the amount of Life Points lost.
(5)-[1/Encounter]: As an Instant Maneuver, regain Life Points equal to your Surgency.