
Androids are never the same. Well... they can be... but... ah god damnit, they won't be!!
Anyhow, there's no real culture behind these guys, this is pretty much the creation process for em. New bonuses or possible negatives are always appreciated, so if you want something that's not on here, email me at Dalamar002@aol.com and we can discuss it.
Bio Androids start with 20 creation points plus constitution modifier. In addition, Biological Androids "Evolve" every five levels, changing physical appearance, and also gaining an additional 15 character points to spend. Also, as an added ability, androids can purchase an extra feat once per evolution for 5 points.
Wings(3 base + 3 for each additional slot) - Androids can purchase wings to fly with if they do not have the flight feat, but this is much slower than the normal ki powered mode of transportation. P>
If the flight feat has been taken, or is taken later, every section of wing upgrade is considered +10 to movement rate per 3 points, and adds on top of the normal flight.
Claws(3 for each slot) - By spending character points, a biological android may start with claws. For game purposes, claws add +1 damage in hand to hand melee for each slot purchased.
Fast Healing (4 points per slot) - For every slot bio androids spend in fast healing, a 1hp/minute bonus is attained. Therefore, someone spending 20 points in fast healing would heal at a rate of 5hp/minute.
Tail (4 base + 2 for additional) A bio android's tail can look however they want, and may be prehensile like an icer's if so chosen. However, a few things remain the same despite the type of apendage desired. One, they do 1d8 at start no matter what. Two, they normally start out with your strength score. However, to increase a tails strength or dexterity above and beyond your own, the expenditure of 2 character points is required. This provides a 1 point stat increase.
Fangs (2+2 for each additional) - These can vary from small incisors to monstrous deadly weapons. Starting at a base of 1d3 with the initial two points, each additional slot purchased grants a +2 damage with a succesfull bite attack.
Extra Limb (4 points) Extra limbs include either arms or legs, tails are counted into this method. You may purchase as many limbs as you desire, given you have enough character points with which to buy them.
Horns - (1)1d2, (2)1d4, (3)1d6, (4)1d8, (5)1d10, (6)1d12, (10)1d20
Natural Armor - For each point spent, bio androids receive a +1 natural armor bonus to their armor class.
Faster Movement - +10 movement rate per 2 points spent.
Infravision - (2 points per 60 foot increment in the dark)
Metabollic Synthesis - Just like the saiya-jin ability, this is a highly advanced and expensive android evolution. (6points)
Advanced Respiratory System - Just like the Icer ability, this is a highly advanced and expensive android evolution. (6points)
Regeneration (4) - This form of limited regeneration allows androids to regenerate lost limbs, and in the extremely odd case, everything but their heads (just like nameks)
Stat Mod - For every three character points spend in this way, a chosen stat of the players choice is increased by one.
Chameleon Power - Just like the Changeling ability, this is a highly advanced and expensive android evolution. (4)
Poison - With physical attacks such as claws or biting, an android does poison damage to other characters. For every 2 points spent in this way, an android deals 1 point of stat damage to a random physical stat of the enemies. *Note, physical stats include Str, Dex, Con, and Ki.*
DNA Structure - This allows an android to incorporate a races unique DNA into it's body. This does NOT grant special abilities such as Metabollic Synthesis, fusion or Advanced Respiratory System, but does grant the racial modifiers as a bonus, and the ability to transform as if he/she were that race. For instance, an android with DNA structure could go SSJ, or use Kaio ken all the way up to the highest level. The catch is you can only choose one race. If you decide later on that a different races DNA is more to your liking, you must forfeit the points used in the initial purchasing of DNA structure, and then may transfer any levels learned in a races prestige class to the new one. -10 points for the racial mods, 20 points for the racial mods and transforming ability-
Sound Sensitive - This unique ability does not require the expenditure of character points as it balances itself out. While you possess an uncanny sense of hearing and can pick up on things said a far distance away, high pitched noises such as a whistle or other such noises affect you adversely, and a fortitude check at a variable dc must be made. This also provides a +5 to listen checks. ----------------------------
Possible Negatives
These are optional negatives that a player can choose to gain back points.
Slow Healing - Normally players regain lost hp at the rate of their level per day. By taking this negative, it basically takes you twice as long to heal back lost hp, in effect halving your hp regained per day. (+4 character points)
Slower Movement - For every 10 movement points lost in this way, a character regains 2 points to use in other areas. (Keep in mind this is 30 unless other enhancements are taken)
Light Sensitive - This grants a +4 character point bonus at the cost of an abnormal sensitivity to light. In bright sunlight the character would suffer a -4 to all attack rolls, armor class, and saves. On an overcast day, this would be reduced to -2, and at twilight or dusk this would be a -1.
Stat Mod - For every one point sacrificed in this way, the character gains an additional 3 points to spend in other areas.