Unofficial Tabletop Role-Playing Game
You have reached a level beyond the typical scope of your robotic body or cybernetics. Superior in every way, you are now most assuredly a ‘Super Android’. Your appearance may have changed, granting you different clothes and even possibly causing your body to grow but regardless of what changes have occurred in your ascension, what power you once possessed has now multiplied.
The Super Android Manifested Power can be gained one of two ways: you may gain an instance of Super Android by absorbing another android or by being overhauled and improved by a genius scientist. Your ARC may also find other ways to grant you this Manifested Power, if it seems appropriate for your character.
AG | FO | TE | SC | IN | SP | PE |
+2 | +2 | +2 | – | +2 | +2 | – |
Compatible Hardware. For each stack of Super Android, you may select an additional option from Specialized Features to benefit from – you can only benefit from this effect twice. Instead of gaining an additional option from Specialized Features, or if you can’t anymore, you may select either the Lock-On or Damage Inhibitor Racial Trait to gain the following bonuses (you can only select each option once):
When you first gain access to Super Android, this trait gains the following benefit depending on which option you chose for the Energy Core Racial Trait:
Living Weapon. You gain access to the Reserved Energy Charge Maneuver. Whenever you would gain 3(T) or more Ki Points through the effects of a Power Surge Maneuver or a Racial Trait, you can choose to reduce the amount of Ki Points you would gain by -2(T) and if you do, use a Reserved Energy Charge Maneuver as an Out-of-Sequence Action. You can only apply a number of Reserved Energy Charges on any type of Attacking Maneuver lower than or equal to the number of Super Android stacks you have access to +1.
“Reserved Energy Charge Maneuver (1 Action). You can build up Ki in your body preemptively, spending 1(T) Ki Points to gain a Reserved Energy Charge. You can possess a number of Reserved Energy Charges equal to 1/2 of your Force Modifier. You can choose before making a Strike Roll on any type of Attacking Maneuver to spend any number of your Reserved Energy Charges. Increase the damage by 1d4(T) for each Reserved Energy Charge. You cannot use the Energy Charge Maneuver while you have any number of Reserved Energy Charges. You may treat Reserved Energy Charges as if they were uses of the Energy Charge Maneuver for the effects of the Mandatory Charge disadvantage but if you do, increase the Ki Point cost of that Signature Technique by +1(T) for each Reserved Energy Charge applied to it.”