Super Pilot and Super Robots

"*I'm Sanger. Sanger Zonvolt! The sword that cleaves evil!*"

- Sanger. Sanger Zonvolt. The Sword The Cleaves Evil.

Original Thread

## Super Pilot

Super Pilots are individuals that ride machines that are usually as highly spirited as themselves. They charge right ahead and perform flashy attacks, facing the enemy directly and without fear.

**Hit Dice**: d12

### Skills and Proficiencies

* D&D 3.5
* Pathfinder
 4 skill points + Int per level, quadruple at first level.
**Class Skills:** Balance, Bluff, Craft(any), Concentration, Climb, Diplomacy, Escape Artist, Jump, Hide, Move Silently, Spot, Listen, Appraise, Intimidate, Knowledge(any), Profession (any), Sense Motive, Swim, Tumble

 4 skill points + Int per level.
**Class Skills:** Acrobatics, Appraise, Bluff, Craft(any), Climb, Diplomacy, Escape Artist, Fly, Intimidate, Knowledge(any), Perception, Profession (any), Sense Motive, Spot, Stealth, Swim

**Proficiencies**: A Super Robot Pilot is proficient with simple and martial weapons, firearms and mechas.
**Martial Disciplines**: Burning Justice and Into The Danger Zone

### Features

#### Maneuvers

A super pilot learns Maneuvers and Stances from the Burning Justice and Into the Danger Zone schools as shown on the table. To learn a maneuver of a given level, he must have a Pilot Level of double the maneuver level, less one. His Pilot Level is equal to his Super Pilot level plus half of his other levels.

A Super Robot automatically knows all maneuvers and stances his pilot learned from super pilot levels. If a super pilot is piloting another person's super robot (either borrowed or stolen), he can use any maneuvers that Super Robot knows without knowing them himself, but he uses the super robot's level instead of his own level for the purposes of those maneuvers.

#### Favored Maneuver

At 1st level, a super pilot may pick one of his known maneuvers. That maneuver has a pilot level of 1 higher than normal whenever it is used. At 6th level and every 6 levels thereafter, he gains gain another favored maneuver and the bonus to his existing favored maneuvers increases by 1.

He may change his favored maneuvers whenever he gains another level in Super Pilot.

#### Spirited

Each level of Super Pilot increases the maximum number of spirit points a super pilot has by 8. In addition he learns one spirit from the Spirit List, and whenever "Spirit" appears on the table he learns one more.

#### Bonus Feat

Whenever this ability shows up, he gains a feat from the list of Pilot Feats

#### Arsenal

At 4th level, a super pilot gains some kind of patronage which supplies an array of basic swappable weapons and accessories to further customize his super robot. He may only choose weapons of up to the level indicated on the Super Pilot table (I at level 4, II at level 7, etc.). Those weapons can be reloaded and/or swapped whenever the patron entity is contacted. Refer to the Arsenal list for details.

#### Hidden Power

At 20th level, once an hour as an immediate action a super pilot can gain four Upgrade Points for his Super robot that must be spent right away. They can exceed the regular limits on upgrade point use per pilot level, but not HD limits specific to certain Upgrades (such as Growth and Hyperdimensional Storage). The upgrade points last one minute.

## Super Robot

A super pilot comes into possession of a powerful mecha by fate or luck (the details of which should be discussed with the GM). At 1st level this grants him access to a basic super robot. If the super robot is reduced to 0 HP its pilot must undertake some redeeming quest to restore it to full functionality. If the super pilot is at least 4th level, his super robot can raise itself after 10 minutes of crying and shouting. It will then be three levels lower than it otherwise would be while he is on his redeeming quest (including arsenal options). A super robot grows in power together with their super pilot as he gains levels.
**Size**: Medium by default
**Save Bonus**: 1/3 Super Pilot level, rounded down
**Nat Armor**: 2 by default
**Damage Reduction (DR/-)**: 4 + 1 per Super Pilot level
**Hit Points (HP)**: 5 + 10 per Super Pilot level
**Energy (EN)**: 100 by default
**Dodge Bonus**: 0 by default
**Arsenal Space**: 4 by default
**Weapons**: All super robots have two built-in melee weapons dealing 1d10 + Str mod damage each. Those are usually reinforced fists but could as well be claws, retractable blades or whatever the player likes more, so they deal either Bludgeoning, Slashing or Piercing damage, chosen when the weapon is gained.
**Hardpoints**: 1 by default
**Speed**: 30mu by default

### Upgrades

Each level of the Super Pilot class grants four Upgrade points. Those upgrade points can be spent in any of the following options. You cannot pick any option more than 1+(1/2 pilot level) times unless otherwise stated. Some options demand a certain level before they can be taken, as noted in the respective entry. A super pilot must spend all upgrade points as soon as he gets them.

#### Absolute Barrier

(4 points, Repeatable) You need at least 4 Super Pilot levels to pick this. Your super robot can generate a powerful energy shield that reduces all damage by 20% after applying DR. However each time you're hit you lose 20 energy. You may turn your Absolute Barrier on or off during your turn as a free action. If you have less than 20 energy your Absolute Barrier turns off automatically. You must also pick Missile or Beam. Weapons of that kind ignore your Absolute Barrier. You can pick this again at super pilot levels 8, 12 and 16, every time costing another 4 points. Each extra one increases the damage reduction by an extra 20%. You can ignore another Absolute Barrier of the same level as yours or lower in melee. If you picked this twice you can ignore Gravity Wall Prototype and Lightwave Barrier in melee. If you picked this thrice you can ignore an E-Field, False Axis Repulsive Field Generator System and Phase Shift Barrier in melee. If you picked this four times you can ignore a Gravity Wall and SYSTEM ∀-99 I-Field in melee. In addition you can walk and move and make melee attacks through magic walls of non-physical matter such as Wall of Force and Prismatic Wall by paying 20 energy as long as their spell level halved (rounded down) is equal or lower than your number of picks on this.

#### Advanced Aquatic Adaptation

(1 point) Mecha gains the Amphibious quality and swim speed equal to base speed.

#### Agility

(1 point, Repeatable): The Super Robot gains +1 to Dodge and +5 mu to all its speeds.

#### Alien Alloy

(1 point, Repeatable): The Super Robot gains Reinforced +1 plus resistance 20 distributed between all elements (fire, acid, electricity, sonic or cold) as you see fit. Every time you pick this, you can choose a different distribution of resistances. For every 10 points of one of your elemental resistances from this, you gain a +1 save against spells/maneuvers/power similar from that element. If one of your elemental resistances would reach 50 from this, you also become immune to that Element's damage. If one your elemental resistances would reach 80 from this, you heal HP equal to 1/3 the damage prevented. If one of your elemental resistances would reach 110 from this, you can ignore any spell/maneuver/power/similar from that element.

#### Amplifier

(2 points, Repeatable): Choose one SLA, Breath weapon, supernatural ray, gaze or similar ability you have. You can now use that ability while inside your Super Robot to affect other creatures, converted to mecha scale. You can buy this multiple times, each one choosing one extra SLA/Breath weapon/Natural ray/gaze or similar ability.

#### Ancient Sensor

(1 point, Repeatable): The Super Robot chooses one of the following options that work as Blindsense with range 500 mu but only capable of detecting targets with specific parameters. Choose one of the following each time this upgrade is taken. Only one of them may be active at a time, changing is a swift action.

* Creatures with Spirit points.
* Organic creatures of mecha size or larger (can be taken multiple times, each one sensing creatures one size category smaller)
* Creatures of a specific alignment chosen when this upgrade is gained. Can be taken multiple times for different alignments.
* Creatures of your level or higher.
* Anyone and anything that the Super robot has ever damaged.
* Anyone and anything that has damaged the Super robot.
* Creatures teleporting/dimensional travel/warp in or out from the area.
* Pick two options you already unlocked. Both can be active simultaneously.

#### Automatic Archery

(1 point) Mecha's ranged in-built weapons gain +10 mu range, or you can have ranged in-built weapon with ammo gain the BOW property. Hybrid weapon only benefit from this while ranged. Each extra time you pick this, you can either choose to further increase the range of grant the BOW property to another valid in-built ammo weapon.

#### Balanced

(2 points): The super robot's built-in melee weapons gain the Finesse property.

#### Battery

(1 point. Repeatable): The super robot gains +10 max energy.

#### Berserk Button

(3 points) This upgrade is mutually exclusive with Nanomachines and Mysterious Power.  When in Berserk mode, the mecha will glow in a bright color picked when this ability is gained and/or will manifest wings of energy, imposing a -40 penalty on Hide checks while the Berserk lasts. Choose one of the following options.

##### Photon Power

Super Robot gain Berserk III and during it your maneuvers that deal damage gain +1 PL and deal an additional 1d12 damage (in the case of multiple attack maneuvers, only one attack of your choice applies, chosen when the maneuver is initiated). In the case of a fullround action maneuver that deal damage, increase the damage by 2d12 instead.

##### Earth Vector Artificial

Super Robot gain Berserk II during which it gains Regeneration II, Mysterious Power II and an in-built Bite attack dealing 1d12 base damage for medium size with the Power and Rending properties.

##### Hyper Mode

The Super Robot gains Berserk III during which it gains two maneuvers and one stance of any pilot school (up to the max level learnable, chosen when this ability is gained, changeable when a level is gained). Their main pilot can use that stance and maneuvers at full PL and benefit from the Stance of the Super Robot plus another Stance of their own as long as the second stance is of a lower level.\*

#### Blasting

(2 points): The super robot's built-in ranged weapons gain the Brutal property.

#### Cutting Plasma Field

(3 points. Repeatable): One of the Super Robot's built-in weapons gains the Power property.

Darling Drive

(3 or 4 points, see text.) The super robot's cockpit has an extra seat and customized controls that allows a secondary pilot to easily ride along and coordinate your talents to a degree. The main pilot can use the secondary pilot's maneuvers as if they were their own as well as one of the secondary pilot's ability scores if it would be better than their own. The secondary pilot may also use one of their spirits once per round. As an extra benefit this upgrade somehow draws in a robot-less super pilot of your super robot level-2 willing to serve as the secondary pilot (they cannot have leadership, companions/followers/similar nor any [Extra] feats).  You must also spend 8 hours every day bonding in some way with your subpilot (chatting, playing, sharing a hobby, mecha maintenance, house cleaning, shopping, etc) outside of combat or they'll refuse to ride the same mecha as you. Failure to spend the necessary time bonding means they refuse to ride in your mecha until you make up for the missing time.  If the secondary pilot takes the main seat (a fullround action), the original pilot must be their secondary pilot instead. This upgrade costs 4 points and can only be taken once. Alternatively you may take it for 3 points, but in that case you take a -10 penalty to AC and all 1d20 rolls if somehow piloting a mecha alone. Darling Drive does not work with subpilots from any other source like a combined mecha, Secondary Subpilot, a Passenger Peace Princess, an Helpful Autonomous Robotic Operator or similar, anything over two is too much.

#### Dynamic

(1 point) Choose one of your in-built weapons. It gains the property and the new stats are equal to the original except it changes from ranged to melee or the other way around. If it was melee, its ranged version has a base range of 50 mu, or 100 mu if Heavy. Each extra time you pick this, it applies to another of your built-in weapons.

#### Electronic Nose

(1 point): The Super Robot gains Scent 30 mu. Each time you take this upgrade the scent range doubles (in the true sense, so 30, 60, 120, 240 and so on). This Scent works even in space despite the lack of air.

#### Emperor Frame

(4 points): You need pilot level 16 plus King Frame to pick this. Double again the numeric effects of your previous choice for King Frame, including any penalties, except for any extra effects based on size (or pilot level in the case of of Zero Pattern). So for example, if your previous choice was Great One (Great Plating), you would gain another +40 HP, +4 DR, +4 Natural armor regardless of size, and the super robot's Dodge bonus would be further halved, resulting in it being reduced to 1/8. You also gain +1 to all your maneuver's DCs.\

#### Enduring Code

(1 point) You need to have picked Nanomachines at least twice before being able to pick this. The super robot isn't fully destroyed when reduced to 0 HP, instead only when it reaches negative HP equal to its max HP. However while at negative HP it cannot take any actions, nor may the pilot (besides exiting the cockpit).

#### Extra Weapon

(1 point. Repeatable up to once per 4 HD): The super robot gains one extra built-in basic weapon.

#### Get Drill

(1 point) You need an in-built weapon that deals piercing damage to pick this. Your mecha can burrow at half base speed.

#### Gravity Engine

(2 points): The super robot can Fly at its base speed with good maneuverability. Use the super pilot’s Fly skill.

#### Great One

(4 points): Choose one of the following options. For super robots that can change size, count only the smallest one possible for bonus based on size (for example, if your robot had medium and huge forms, it would only count as medium). If your super robot is bigger than colossal, it simply counts as colossal.

##### Great Agility

The super robot gains +20 mu movement speed and +4 Dodge plus ignores size penalties to AC, but Natural Armor is halved. Extra +5 mu and +1 Dodge if it's large, extra +10 mu and +2 Dodge if it's huge, extra +20 mu and +3 Dodge if it's gargantuan, extra +35 mu and +4 Dodge if it's colossal.

##### Great Plating

The super robot gains +40 HP, +4 DR, +4 Natural armor, but dodge bonuses are halved. Extra +5 HP, +2 Natural Armor, and +2 DR if it's large, extra +10 HP, +4 Natural Armor, and +4 DR if it's huge, extra +20 HP, +10 Natural Armor, and +10 DR if it's gargantuan, extra +35 HP, +18 Natural Armor, and +18 DR if it's colossal.

##### Great Power

The Super Robot weapons deals +4 damage, an extra +2 if it's large, extra +5 if it's huge, extra +9 if it's gargantuan, or extra +15 if it's colossal. Its movement speeds are halved. Double the damage bonus for a main weapon. Quadruple the bonus damage for a combined paired weapon.

##### Great Targeting

The super robot gains +4 to all attack rolls and ignores size penalties to attack rolls. DR is halved. Add an, extra +1 attack if it's large, extra +2 attack if it's huge, extra +3 attack if it's gargantuan, or extra +4 attack if it's colossal.

#### Growth

(1 point. Repeatable once per 4 pilot levels): The super robot becomes one size category larger, gaining all standard advantages and penalties except ability score changes, and its Natural Armor bonus only increases by 1. You cannot pick this if you picked Miniaturization.

#### Hyperdimensional Step

The super robot gains a 5% miss chance that does not stack with other miss chances and when it would move, it may instead teleport up to 10 mu per pick you have in this. In the case of a movement multiplier it can also multiply its movement distance, so for example a charge would allow it to teleport double the distance. Either way it must pay 2 energy per each 5 mu teleported.

#### Hyperdimensional Storage

(1 point plus 1 point for each previous time taken. Repeatable up to once per four pilot levels): The super robot gains +25 arsenal space. You cannot pick this if you have either Nanomachines or Mysterious Power.

#### Irregular Scale

(1 point) You need either Growth or Miniaturization to pick this. As a swift action the super robot can change between its original size and its latest size. You may pick this multiple times up to your number of picks of Growth/Miniaturization, each extra one allowing you to turn your super robot to one of the sizes in-between your original and latest.

#### King Frame

(4 points.) You need pilot level 8 plus either Great One, Tek Knight, *or* Zero Pattern to pick this. Double the numeric effects of your previous choice, including any penalties, except for any extra effects based on size (or pilot level in the case of of Zero Pattern). So for example if your previous choice was Great One (Plating), the super robot would gain +40 HP, +4 DR, and +4 Natural Armor regardless of size, and the super robot's Dodge bonus would be further halved, resulting in it being quartered. You also gain +1 IL to initiating maneuvers both you and your super robot know. Once you've picked this, you can't pick Great One, Tek Knight, or Zero Pattern.

#### Main Weapon

(1 point. Repeatable up to 3 times): Choose one of your built-in weapons. It now deals damage as if it was one size category larger and adds 1.5 the relevant stat mod to damage instead of just once (if it is a Heavy weapon, 2.5 the relevant stat mod). You can only have one Main Weapon, but you can pick this option two more times, each one increasing the damage die another size. The second time the crit threat increases by 1 and the third time the crit multiplier increases by 1.

#### Mighty

(1 point. Repeatable): Once per round as a free action you can expend 5 energy to make all of the super robot's weapons deal +2 damage for 1 round. In the case of the Main Weapon it deals +4 damage instead. In the case of combined Paired weapons, it deals +8 damage instead. For each time you have picked this upgrade, you may spend an additional 5 energy to increase the bonus by the initial amount.

#### Miniaturization

(1 point. Repeatable up to 3 times, up to once per 4 pilot levels): The super robot becomes one size category smaller, gaining all standard advantages and penalties except ability score changes. Its Natural Armor and built-in/Arsenal weapons damage don’t change either. This can only be taken once for every 4 pilot levels, up to diminutive size at 12th pilot level. You cannot pick this if you picked Growth.

#### Mysterious Power

(2 points plus 1 point for each previous time taken. Repeatable up to 3 times): The super robot gains the Reactor 1 property. Each time you take this, increase your Reactor value by 1. You cannot pick this if you have Hyperdimensional Storage.

#### Nanomachines

(2 points plus 1 point for each previous time taken. Repeatable up to 3 times): The super robot gains the Regeneration 1 mecha property. Each time you take this, increase your Regeneration value by 1. You cannot pick this if you have Hyperdimensional Storage.

#### Paired

(1 point. Repeatable): Choose two built-in non-Heavy melee weapons of the Super Robot. They gain the Twin-Linked property. When taking this upgrade again, either pick another pair of non-Heavy melee weapons to pair up, or you can further upgrade the Paired weapons so that they can be combined and separated as a free action.

When combined, add together their damage and special properties, add the Heavy property and use the best crit threat range and crit multiplier among them. If they both had the same crit threat range and crit multiplier, increase both by 1.

Your Main Weapon cannot be a paired weapon.

#### Paradox Prototype

(3 points, repeatable) Choose one arsenal weapon or accessory one tier higher than you qualify for when picking this. You can equip one of those when able to change arsenal in your super robot. This upgrade costs 3 points and taking it multiple times allows you to pick a different weapon or accessory one tier higher to have available to equip in your super robot. When you level up you can change which weapons/accessories this applies to. If you're a multiclass Real Pilot/Super Pilot and have picked this at least three times, you can give up three of the previous choices to instead being able to use one specific Real Robot one tier higher than you would normally have access to as the "base" of your mecha.

#### Pilot Repair

(1 point.) You need to have picked Nanomachines at least thrice before being able to pick this. The pilot also benefits from Nanomachines while inside the cockpit as long as he's a living organic creature. If you have Enduring Code, it benefits the pilot too while he is inside the cockpit and if the pilot would be killed by HP damage while outside the mecha, placing them inside the cockpit within 1 minute will bring him back to life.

#### Plating

(1 point. Repeatable): The super robot gains +10 HP, +1 Nat Armor, and +1 DR.

#### Progressive Edge

(2 points. Repeatable): One of the super robot's built-in weapons gains the Rending property.

#### Ragna Reactor

(1 point) You need a mecha with Berserk to pick this. For each pick of Ragna Reactor, you can pick two other points worth of upgrades, but they’ll only work while in your original form and the Berserk is active. This includes purely cosmetic changes like glowing lights and a new frame color.

#### Sentient

(2 points): The super robot has a mind of its own. It can act while you're out of it, but it doesn't have any feats or skills and counts as having 10 on all its ability scores except Int, which is -. It can only use its built-in weapons and maneuvers. It will blindly follow your orders. If it has no orders, it will actively seek you after not seeing you for 24 straight hours. Anyone else but the original pilot trying to control a sentient super robot must win a Charisma check against it, with the super robot gaining a bonus on this check equal to its own level.

Sentient can be further upgraded with extra pilot points:

##### Imprint

(4 points): The super robot counts as having the pilot's stats, feats and skills even when the pilot is not inside. The super robot may re-roll failed saves against Stun effects once.

#### Soul Crusher

Once per round as a free action a damaging attack from the mecha may be declared as Soul Crusher (including attacks made through maneuvers/spells/channeled abilities). Any damaged victims lose 5 spirit points per time you picked this upgrade. If it was an Area or multi-target attack, halve the spirit lost, rounded down. If the enemy does not have enough spirit points to lose, then instead this inflicts an Insight penalty on the target's AC and saves equal to -1 per 5 spirit point loss "overflow". This penalty disappears at the rate of 1 at the end of each of the victim's rounds.

#### Soul of the Machine

(1 point. Repeatable): The main pilot's maximum spirit points are increased by 5 and at the start of their turn they recover 1 spirit point.

#### Special Attack

(3 points for first iteration, 4 points for second. Repeatable twice): For each offensive maneuver the super robot knows that deals damage without using a weapon, you can pick a special property between Disarming, Grabbing, Pinning, Concussive or Downfall. Enemies damaged by the maneuver are affected by the special property. You may pick a different property for each valid maneuver. Specific properties must be picked when the upgrade is taken. You may pick different properties for each maneuver. Taking this upgrade once adds 10 to the EN cost of each chosen maneuver. Taking it twice adds 20.

#### Super Servos

The super robot gains +2 to Grapple, Trip, Disarm and Bullrush checks, plus any other pure Str checks. Carrying capacity is doubled.

#### Targeting

(1 point. Repeatable): The Super Robot gains +1 to its to-hit rolls.

#### Tek Knight

(4 points): Choose one of the following options. For super robots that can change size, count only the largest one possible for bonus based on size (so if your robot had a medium and tiny forms, it would only count as medium). If your mecha is smaller than fine, it simply counts as fine.

##### Tek Reactor

The super robot gains +40 energy, but the pilot's max Spirit is halved. The super robot gains an extra +5 energy if it's small, extra +10 energy if it's tiny, extra +20 energy if it's diminutive, or extra +35 energy if it's fine.

##### Tek Soul

The super robot's main pilot's maximum spirit points increases by 20 and he recovers an 4 extra spirit points per turn, but the super robot's HP is halved. The pilot receives an extra +5 max spirit and 1 spirit regen if the super robot is small, an extra +10 max spirit and 2 spirit regen if it's tiny, an extra +15 max spirit and 3 spirit regen if it's diminutive, or an extra +20 max spirit and 4 spirit regen if it's fine.

##### Tek Storage

Super Robot gains +15 Arsenal space, but its max Energy is halved. It gains an extra +5 Arsenal space if it's small, an extra +10 arsenal space if it's Tiny, an extra +1 Hardpoint and +15 Arsenal space if it's Diminutive, or an extra +20 Arsenal space if it's Fine. You can't pick this if you have either Nanomachines or Mysterious Power, nor can you pick Nanomachines or Mysterious Power if you have this.

##### Tek Servos

The super robot gains +8 to Grapple, Trip, Disarm and Bullrush checks, plus any other pure Str checks. It ignores size penalty for all affected checks. Its carrying capacity is multiplied by 5. Its Arsenal space is halved. It gain an Extra +1 bonus if it's small and its carrying capacity is doubled again, an extra +2 bonus if it's tiny and its carrying capacity is doubled again, an extra +3 bonus if it's diminutive and its carrying capacity is doubled again, or an extra +4 bonus if it's fine and its carrying capacity is doubled again.

#### Transform

(Free or 1 point, see text. Repeatable): The super robot gains the Transform property. Choose one of the forms below. Taking this again allows it to gain additional forms.

Whichever option is chosen, if the super robot has either the Growth or Miniaturization upgrades, it can choose for one of its transformed forms to have one of its previous sizes. You can take this upgrade once for free, in which case either the pilot is left exposed in the alternate form and can be targeted freely, or your super robot is "locked" to its transformed shape and you can't take Transform any more. If a super robot with "free" transformation is combined with other(s) through the Heats feat, the "free" Transformation doesn't carry over.

##### Fighter

The super robot gains a flight speed equal to its base speed with Good maneuverability. If it could already fly, that speed increases by 1.5 and maneuverability becomes Perfect. Its dodge increases by 4 and Nat Armor decreases by 2. It can't use Arsenal weapons and can only use one of its built-in weapons, chosen when this ability is gained (but you can change this decision every time you gain a level). If the chosen weapon was a melee weapon, it becomes a ranged weapon with the same damage and properties, infinite ammo and base range of 5 mu+5 mu per pilot level.

##### Tank

The super robot's land speed is reduced by half. If it could fly, it loses its flight speed but can still move at its normal land speed. Dodge decreases by 2 and Nat Armor and DR increase by 4. It cannot use Arsenal and built-in weapons, but it gains one Cannon for each built-in weapon it had before. This Cannon has the same damage and properties of the lost built-in weapon, except it's a ranged weapon with a base range of 20 mu+ 5 mu per pilot level and infinite ammo.

##### Beast

Choose either burrow at half land speed, fly with average maneuverability at 1.5 times base speed with average maneuverability, swim at twice land speed, or double land speed while ignoring hard terrain. When in beast form you gain the chosen movement option plus +1 Dodge and +1 Natural armor, but cannot use any arsenal weapons and only one melee (if any) and one ranged (if any) built-in weapons, chosen when this ability is gained.

#### Undetectable

(1 point, Repeatable): Radars and special sensors count as having 30 less mu range for detecting the super robot (before any other reductions), plus indirect divination effects against the super robot need to beat a CL check with DC equal to 11+twice the number of times this upgrade has been taken.

#### Versatile

(Free or 1 point, see text. Repeatable): Choose one of the super robot's built-in weapons. It gains either the Area, Grabbing, Concussive, Disarming, Pushing or Pinning properties. You can only grant one extra property to each built-in weapon with this upgrade. You can take this upgrade for free in return for taking a -3 penalty on attack rolls with the weapon, that carries over and stacks if used as a paired combined weapon.

#### Zero Pattern

(4 points): Choose one of the following options. This option costs 4 points and can only be taken once. For super robots that can change size, count only the one furthest away from medium for penalties based on size (so if the super robot has medium and tiny forms, it would only count as tiny).

##### Zero Arts

You gain +1 pilot level and save DC to all maneuver effects (and only maneuver effects, not stuff like qualifying for maneuver prerequisites) but you take a -5 penalty on the DCs of all your other abilities and attack rolls that aren't called by a maneuver. The bonus increases by +1 for every 4 super pilot levels you have and allows you to pick one of the following abilities. Each one can only be picked once unless noted otherwise. For each size category the super robot is away from medium you count as having 4 fewer super pilot levels for the purpose of this ability.

###### Zero Stance

If you know martial stances from different schools, you can count yourself as being in either for the purpose of feats.

###### Zero Attack

After you perform a martial strike, you can make your targets (if any) lose HP equal to twice your current stance level, ignoring all defenses. You can pick this multiple times, each extra one increases the HP loss multiplier by 1.

###### Zero Defense

Choose one of your known martial schools. You gain +4 to saves, AC and opposed rolls against maneuvers of that school, and you can also choose two of your known maneuvers of that school. You become immune to those maneuvers and they cannot be used against you. You can pick this multiple times, the bonuses stack.

##### Zero Entropy

Choose Acid, Cold, Electricity, Fire or Sonic. Once made this decision cannot be changed. The super robot gains resistance 5 to that element, its built-in weapons deal an extra 1d6 damage of that element, and as a swift action it can project an aura of radius up to 30 mu that deals 1d4 damage of the chosen element at the end of your turn to everything in range. A Fort save with DC 10+1/2 HD+Str or Dex mod (whichever's higher) negates the aura's damage. The super robot takes +50% damage from the other elements and can never benefit from resistance/immunity to them. For every 4 Super Pilot levels you have you increase the resistance by 5, the built-in extra damage by 1d6, the aura's max radius by 30 mu, the aura's damage by 1d4, and pick one of the following options. Each can only be picked once unless noted otherwise. For each size category the super robot is away from medium you count as having 4 fewer Super Pilot levels for the purpose of this ability.

###### Zero Fog

The super robot's aura blocks visibility as normal fog for those without enough resistance/immunity to fully block the damage from its aura. The aura can be dispersed by strong winds, but it reforms automatically at the start of your turn.

###### Zero Range

Ranged attacks performed against anyone inside the fog have their range halved (this may cause the attack to fail if they don't have enough range left) unless the shooter has enough resistance/immunity to fully block the damage from your aura. You can pick this option multiple times, each extra one increases the range reduction divisor by 1.

###### Zero Speed

The movement speeds of everybody without enough resistance/immunity to fully block the damage from the super robot's aura are halved. You can pick this option multiple times. Each extra one increases the movement reduction divisor by 1.

##### Zero State

Any effect that would recover your (and anybody else inside your mecha) Energy/HP/Spirit only recovers half as much even while outside the mecha and you cannot have the HEATS feat. If you have this you cannot ever gain the HEATS feat. As a swift action your mecha can split in a pair of perfect copies of itself and the main pilot, positioned adjacent to the original's position, except that current and max Energy, Ammo, Spirit points, HP, any carried gear beyond mecha arsenal and any limited-use abilities/resources must be split as evenly as possible between the copies. If there are any other passengers this ability cannot be used. All copies suffer a -2 penalty to their AC, DCs, CL, IL/Pilot Level/Similar Levels, abilities that count how many HD you have (only for the purpose of counting the effects of abilities, not to count what abilities you have available), and other 1d20 rolls even while the pilot is outside the mecha. Only up to two weapons remain operational, chosen when the split occurs. Any temporary beneficial buffs such as spells and spirits such as Zeal/Valor/Alert are lost. Martial stances are exited as well. For every 4 Super Pilot levels of the original you can maintain one extra copy simultaneously, but each extra copy increases the split penalties by another -2, plus pick one of the following abilities, none of which can be picked more than once unless noted otherwise. For each size category the super robot is away from medium count your pilot level as 4 lower for the purpose of this ability. Copies can act instantly, but can only create a new copy at the start of the next round. While more than one copy remains none can recover Energy/Ammo/Spirit Points/HP (nor can anybody else inside a mecha copy), use abilities that cost XP or other limited uses abilities/resources by any means, including copied pilots that exit the super robot. Any copy can dismiss another as a swift action, but any remaining resources they had are lost except for carried gear (besides arsenal that remains on the position). If a copy comes within 5 mu of another, one of them is automatically dismissed, chosen at random. Abilities that trigger by destroying/killing something never trigger on such a copy, and destroyed/killed clones count as dismissed. Once a copy is produced there's no original, last one remaining continues their existence. Clones only earn XP if they all participate in the same battle, and count as one creature of the original's level for that purpose. They cannot level up until only one remains. Each clone must pick a different target (if any) for their actions each round.

###### Zero Circuit

Increase the number of copies you can maintain by 5, but you can only go over your "base" limit if the two chosen weapons are melee, plus all copies lose all feats and can only perform basic movement, basic attacks and basic skills besides Use Magic Device. You can take this multiple times, each extra one increasing the number of copies you can maintain by another 5.

###### Zero Core

Reduce the split penalty by 1, up to -1. You can pick this multiple times, stacking.

##### Zero Weapon

You must have Main Weapon to pick this. While you only attack with your main weapon, you gain +3 to AC, Saves, DR, Trip, Disarm, Bullrush, and Grapple. If you attack with any other weapon (or don't attack at all for 1 round), you lose those bonuses until you spend a turn attacking with it and no other weapon. For every 4 super pilot levels you have the bonuses increase by another +3 and you can pick one of the following options. None can picked more than once unless noted otherwise. For each size category the super robot is away from medium, you count as having 4 Super Pilot levels fewer for the purpose of this ability.

###### Zero Swing

When you perform a martial strike that normally wouldn't allow you to use a weapon, you may make one attack as a free action against any and all strike targets with your main weapon, provided your main weapon isn't Heavy and the targets are in range. These attacks can only affect the strike targets, regardless of the main weapon affecting an area or not, and these free attacks cannot generate new attacks with abilities like Cleave and similar.

###### Zero Reach

If your main weapon is melee, its reach is doubled. If it's a melee Area weapon, you can use your base speed instead of half while calculating range while using the Area option. If your Main Weapon is ranged, it no longer provokes attacks of opportunity for being used in melee.

###### Zero Range

If your main weapon is melee, it can be used as a ranged weapon with range 20 mu and the Brutal property. If your main weapon is ranged, increase its range by 40 mu. You can pick this option multiple times, each one increasing the range by another 20 mu.