Board Thread:Fun and Games/@comment-24295472-20160228024027/@comment-24295472-20170206200316

Okay so at level 1 you already have:

Infinite Energy Generator - Once per round, at the start of your turn, regenerate 1d4 + your level ki.

At your level, you start with 120 Ki. Also at your level, you are allowed half of one branch and all of another, or half of all three branches. The branches are as follows:

Infinite Energy Model

Integrate Components - You may absorb parts of other machines and Androids into yourself. Absorbing power generators grant 10 ki (this boost can bring your ki above its maximum value, but this new maximum is lost if your ki drops below the normal maximum ki for your level). Absorbed chips and data from Androids allow you to learn information that they knew.

Grappling Ki Blast (15 ki) - Grab your opponent by the back of the neck and disgrace them with a ki-charged bitch slap. Deals 1d6 in addition to your regular melee damage. You must succeed in a grapple check to perform Grappling Ki Blast. For every level past 1, you may pay an additional 5 ki to increase the damage by another d6 (max: 6d6).

Android Barrier - Erect a barrier of energy around yourself to shield yourself from attacks. You must spend 7 ki per turn to keep the barrier up. While Android Barrier is active, Infinite Energy Generator is disabled. The barrier will be broken if you try to block an attack that should have taken off at least half your current HP.

Revenger Charge - Who says androids can’t charge their energy? Overclock your generator to force it to restore your energy faster than normal, recharging 1d10 + your level ki. Can be performed in a turn during which Infinite Energy Generator automatically restored ki. After using Revenger Charge, Infinite Energy Generator is disabled for 1 round.

Silent Assassin - If you succeed in a grapple attack on an opponent (except an absorption attack) you may attempt a melee attack immediately after at a cost of 10 ki. Should you hit, you may attempt successive melee strikes until you are either out of ki or you miss. You take an additional -1 to accuracy for every hit after the first.

Revenger Cannon (60 ki) - Fire a massive burst of energy from your chest at your opponent, detonating on impact and dealing 8d8 damage to them and 4d8 damage to everyone adjacent to them. If this move is performed a round after Revenger Charge, deal 8d8 to all adjacent enemies instead. For every level past 8, you may pay an additional 10 ki to inflict an additional 1d8 damage (max: 20d8).

Swiss Army Android

Built-In Scouter - Your eyes contain an integrated scouter, eliminating any need for you to wear one and allowing you to detect energy of other beings. You may perform a second scan to learn the target’s remaining health and ki, and a third time to learn basic stats.

Bear Hug - Show your opponent you care by grabbing them around the torso with a bone-crushing hug! You must succeed in a grapple check to Bear Hug your opponent. Each of their turns, your opponent may attempt a Fortitude save to escape the grapple. Learning this technique also allows you to activate your: Self-Destruct Device - Detonate a bomb in your chest to blow up yourself and every single thing around you, dealing damage equal to your current ki to all beings in a radius and dealing double damage to an opponent you currently hold in a Bear Hug. If you succeed in a Fortitude save (DC 10 + your level + your STR), your head will survive the explosion and can be reinstalled onto a new body. For a significant price.

S.S. Deadly Bomber (50 ki) - Fire a blast of energy that homes in on your opponent, dealing 6d8 damage upon a successful ranged touch attack. Opponents this attack targets also cannot apply their DEX bonus to AC. If you are wearing a trucker hat, this attack’s name becomes T.H. Death Bomb and it deals an additional +1 damage at an additional 1 ki cost. For every level past 8, you may pay an additional 10 ki to inflict an additional 1d8 damage (max: 15d8). Ultra Sensitivity - You gain a permanent +3 to all Listen, Spot and Perception checks and may attempt a reflex save to avoid sneak attacks.

Hell’s Storm (30 ki) - Bring a gun to a fist fight! Remove your hand to reveal a machine gun in your wrist and fire it repeatedly at your opponent. You may roll repeated ranged touch attacks until you miss. Each successful shot of Hell’s Storm deals 2d4 damage.

Hell’s Flash (45 ki) - Grab your opponent and throw them to the ground before revealing large laser cannons hidden in your arms and blasting them. You must succeed in a grapple check on your opponent, dealing your normal melee damage, followed by 5d8 damage for the beam itself. For every level past 5, you may pay an additional 5 ki to increase the damage by another d8 (max: 10d8).

S.S. Deadly Hammer (5 ki per melee attack, then 50) - Grab your opponent, throw them across the room, then give chase to punch them once more and give them a farewell present in the form of an S.S. Deadly Bomber. If you succeed in a melee attack, you may follow up with another melee attack, up until you either miss or your remaining ki is between 50 and 55. The final strike will send the enemy flying a distance of 5 feet x your level, followed by inflicting the damage of S.S. Deadly Bomber (damage scaling for the final hit may be applied the same as S.S. Deadly Bomber).

Initiate Combat Sequence

Photon Wave (15 ki) - Fire a blast of concentrated energy from your hands at the enemy, dealing 1d4 damage instantaneously. This attack cannot be absorbed by energy-absorbing techniques. You may pay additional ki to increase the damage of Photon Wave by 1d4 for every additional 5 ki spent, (max: 5d4).

Infinity Bullet (45 ki) - Fire repeated energy blasts at your enemy until you miss! You must succeed on a ranged touch attack to inflict damage to your opponent (1d6). For each roll after your third, take a -2 penalty to your to hit roll. At 7th level, this accuracy penalty is reduced to -1, and at 10th it disappears completely. Rocket Punch (20 ki) - Fire your fist at an opponent’s face to say hello from afar! You must succeed in a ranged melee attack roll to hit your opponent. Deals double your normal melee damage but you lose your DEX bonus to AC until you can retrieve and reattach your arm.

Flash Bomber (20 ki) - Fire repeated energy blasts from all 10 fingers, dealing 2d6 damage each! You may fire one blast per level (max: 10) and must declare the number of blasts before you roll to hit for any of them. Roll for each individual beam. Each additional beam costs 5 ki to use.

Thunder Eraser (30 ki) - Dash at the opponent and punch them in the face with an energy-charged fist. Deals 3d6 damage and blinds the opponent for 1d4 rounds. You must succeed in a melee attack to deal damage or blind the opponent. Your opponent may attempt a Fortitude save to avoid being blinded.

Super Electric Strike (65 ki) - Wave your hand and fire an arcing wave of electricity that hits everything in a 15-foot cone in front of you, starting 10 feet away from you. Deals 8d6 damage instantaneously but targets may halve damage with a successful reflex save.For every level past 8, you may pay an additional 10 ki to inflict an additional 1d6 damage (max: 15d6).

Note: every race except Androids can charge their Ki at will.