At 1st level, you gain one ancestry feat, and you gain an additional ancestry feat every 4 levels thereafter (at 5th, 9th, 13th, and 17th level). As a systems, you choose from among the following ancestry feats.
1st Level
Auxiliary Arms — Feat 1
[Systems]
Prerequisites System 3 Heritage
Your chassis is equipped with two sets of fully functional arms. At any given time, one pair is designated as your “active” arms. You can use the Change Hands activity (a single Interact action) to switch which pair of arms is currently active. Your inactive arms can still hold items, including weapons and shields, but they cannot be used to attack, activate items, or perform any other actions until they become your active pair.
Basic Environmental Protection — Feat 1
[Systems]
Your chassis is sealed against the dangers of the void, functioning identically to the armor upgrade of the same name. You can survive in a vacuum, and you are protected from the effects of pressure.
Combat Limb — Feat 1
[Systems]
Prerequisites System 3 Heritage
You have a weapon integrated into your chassis. Choose one of the following unarmed attacks. This choice is permanent.
Claw: 1d4 slashing damage; has the agile, finesse, and unarmed traits; belongs to the brawling weapon group.
Hammer: 1d6 bludgeoning damage; has the professional (Crafting) and unarmed traits; belongs to the brawling weapon group.
Datajack Integration — Feat 1
[Systems]
Your body incorporates a datajack. You gain the benefits of a standard datajack augmentation, and it does not count against your total number of cybernetic augmentations.
Energy Projector — Feat 1
[Systems]
Prerequisites System 3 Heritage
You have a ranged energy weapon integrated into your chassis. You gain a ranged unarmed attack that deals 1d4 damage with a range increment of 20 feet and has the tech trait. When you take this feat, choose the damage type from the following list; this choice is permanent: electric (shock weapon group), fire (plasma weapon group), or sonic (sonic weapon group).
Evasive Maneuvers — Feat 1
[Systems]
Prerequisites System 8 Heritage
Your control over your probe’s gravitic projector is exceptionally fine-tuned, allowing for subtle but effective defensive shifts. You become trained in Acrobatics. In addition, you gain the following reaction
Evasive Dodge
Trigger You are targeted with an attack by a creature you can see.
You instinctively shift your probe’s position. You immediately Take Cover. If there is no available cover you can still jink and weave, gaining a +1 circumstance bonus to your AC against the triggering attack.
Gyroscopic Stabilizers — Feat 1
[Systems]
Prerequisites System 9 Heritage
Your control over your gyroscopic locomotion is so precise that it grants you exceptional balance. You become trained in Acrobatics, and you also gain the Steady Balance skill feat.
Humanoid Facsimile — Feat 1
[Systems]
Prerequisites System 10 Heritage
You adopt a synthetic skin-sheath and master the basic social subroutines required to blend in with organic life, becoming trained in both Deception and Diplomacy. This facade grants you a +1 circumstance bonus to Deception checks to Impersonate a generic human.
Integrated Comms — Feat 1
[Systems]
You have a comm unit built directly into your chassis. This provides you with the benefits of a standard comm unit. As it is part of your body, it does not need to be held, cannot be disarmed, and does not count against your limit of worn augmentations.
Magnetic Gyrosphere — Feat 1
[Systems]
Prerequisites System 9 Heritage
You can polarize your gyrosphere to cling to metallic surfaces. You can activate or deactivate this ability with an Interact action. While active, you gain a +1 item bonus to Athletics checks to Climb metal surfaces, as well as a +1 item bonus to your Fortitude or Reflex DC against attempts to Reposition, Shove, or Trip you when you are on a metal surface. In a zero-gravity environment, you can move at your full Speed across metal surfaces and do not gain the untethered condition.
Nightvision Sensors — Feat 1
[Systems]
Your optical sensors are especially suited to dark environments. You gain darkvision.
Systems Lore — Feat 1
[Systems]
Your fundamental programming includes a wealth of information about your own kind and the skills necessary for survival. You become trained in Computers and Systems Lore. If you were already trained in Computers, you instead become trained in a different skill of your choice from the following list: Piloting or Survival.
Traction Control [one-action] — Feat 1
[Systems]
Prerequisites System 3 Heritage
Frequency Once per hour
You adjust your locomotion systems for rough terrain. For 1 minute, you ignore the effects of difficult terrain caused by rubble, sand, or uneven ground.
Zero-G Acclimation — Feat 1
[Systems]
You have significant experience operating without gravity. You are not off-balance or clumsy in a zero-gravity environment.
5th Level
Armor Integration — Feat 5
[Systems]
Prerequisites System 3 Heritage
You can physically merge a suit of armor with your own chassis. After one day of downtime working on a suit of armor, it becomes integrated with your body. An integrated suit of armor gains the Comfort trait, and if it has the Exposed trait, it loses it. For the purpose of meeting the armor’s Strength requirement, you treat your Strength bonus as if it were 2 higher. You can only have one suit of armor integrated at a time.
Bioskin — Feat 5
[Systems]
Prerequisites System 10 Heritage, Humanoid Facsimile
You replace your basic sheath with a complex, multi-layered synthetic skin that mimics living tissue. This advanced disguise is no longer obviously artificial, granting you a +4 circumstance bonus to Deception checks to Impersonate a human; furthermore, observers do not gain the usual circumstance bonus to their Perception checks for you impersonating a member of a different ancestry. As your new skin is interwoven with your mechanical chassis, you become a hybrid of machine and organic simulacrum and can be healed by both the Medicine skill (via Treat Wounds) and the Crafting skill (via Repair).
Enhanced Gyrosphere — Feat 5
[Systems]
Prerequisites System 9 Heritage, Magnetic Gyrosphere
You have improved the power and responsiveness of your gyrosphere’s magnetic field. While your Magnetic Gyrosphere is active, you gain a climb Speed of 15 feet, which can only be used on metal surfaces.
Gravitic Stability — Feat 5
[Systems]
Prerequisites System 8 Heritage, Evasive Maneuvers
You have mastered your probe’s balance and momentum, making it remarkably stable in the air. You gain the Cat Fall and Steady Balance skill feats.
Predictive Processing — Feat 5
[Systems]
You constantly run micro-simulations of your immediate future, giving you an edge when violence erupts. You gain a +2 circumstance bonus to your initiative rolls.
Radiation Shield — Feat 5
[Systems]
Prerequisites Basic Environmental Protection
You upgrade your chassis’s shielding. You gain resistance to poison damage from radiation sources equal to half your level, and you gain a +1 circumstance bonus to Fortitude saving throws against radiation effects.
Redundant Systems — Feat 5
[Systems]
Your core processing is protected by backup systems. Once per day, when you fail a saving throw against an effect that specifically targets technology (such as an effect with the tech trait), you can use your reaction to reroll the save and use the second result.
Tactical Tools — Feat 5
[Systems]
Prerequisites System 9 Heritage
You have refined your integrated toolkit beyond its standard specifications. Your integrated tools are now considered a tactical toolkit, granting you a +1 circumstance bonus on skill checks made with them.
Thermal Shield — Feat 5
[Systems]
Prerequisites Basic Environmental Protection
You install thermal regulators in your chassis. You are protected from the effects of environments with mild cold and mild heat.
Weapon Mount — Feat 5
[Systems]
Prerequisites System 3 Heritage
You install a weapon mount onto your chassis, allowing you to integrate a single one-handed weapon that you own. You must choose where the weapon is mounted:
Forearm: The weapon is concealed when stowed. A creature must use the Seek action to find it, and there is a -2 circumstance penalty to the check. It takes an Interact action to draw or stow this weapon.
Shoulder: The weapon does not require a free hand to wield, but it is always visible. It still takes an Interact action to draw or stow the weapon’s firing mechanism.
In either case, an integrated weapon cannot be disarmed or dropped.
9th Level
All-Terrain Overdrive — Feat 9
[Systems]
Prerequisites System 3 Heritage, Traction Control
You push your drivetrain to its limits, allowing it to handle any obstacle. When you activate your Traction Control, you now ignore the effects of all difficult terrain, including magical difficult terrain, for the duration.
Improved Thermal Shield — Feat 9
[Systems]
Prerequisites Thermal Shield
You perfect your thermal regulation systems. You are now protected from the effects of environments with severe cold and severe heat.
Internal Repair System [one-action] — Feat 9
[Systems]
Frequency Once per day
You can activate a powerful surge of internal micro-assemblers to repair critical damage. You restore 5d8 Hit Points to yourself.
Living Bioskin — Feat 9
[Systems]
Prerequisites System 10 Heritage, Bioskin
Your bioskin is now fully vascularized with synthetic blood and tissue, making your disguise so perfect that it foils casual observation and standard sensors. A creature must perform a dedicated medical examination or use advanced scanning technology to even attempt a Perception check to pierce your disguise. This perfected synthetic biology is also highly resilient, granting you a +2 circumstance bonus to Fortitude saves against diseases and poisons; when you roll a critical failure on such a save, you get a normal failure instead.
Optimized Systems — Feat 9
[Systems]
Prerequisites Redundant Systems
Your backup systems are now so efficient they can avert disaster. When you use the Redundant Systems reaction to reroll a saving throw, you treat a critical failure on the reroll as a normal failure instead.
Unrestricted Flight — Feat 9
[Systems]
Prerequisites System 8 Heritage, Gravitic Stability
You have fully unlocked the potential of your probe’s gravitic projector, allowing for true, sustained flight. You gain a permanent fly Speed equal to your land speed.
Upgraded Weapon Mount — Feat 9
[Systems]
Prerequisites System 3 Heritage, Weapon Mount
You upgrade your chassis’s weapon hardpoints. You can now modify your integrated weaponry in one of two ways: you can install a second one-handed weapon (choosing its location and benefit independently from the first), or you can install a single two-handed weapon, which requires both hands to wield as normal but still cannot be disarmed.
Upgraded Weapon System — Feat 9
[Systems]
Prerequisites System 3 Heritage, Combit or Energy Projector
You overhaul your integrated unarmed weapon systems. The damage die for the unarmed attack you gained from your prerequisite — Feat increases by one step (1d4 becomes 1d6, 1d6 becomes 1d8).
Versatile Tools — Feat 9
[Systems]
Prerequisites System 9 Heritage
You have learned to reconfigure your integrated tools for multiple functions. Choose a second type of commercial toolkit of level 1 or lower. Your integrated tools now serve as both your original toolkit and this new type. You are considered to have both toolkits for the purpose of prerequisites. If you also have the Tactical Tools feat, its +1 circumstance bonus applies to skill checks using either function.
13th Level
Fail-Safe Protocol — Feat 13
[Systems]
Prerequisites Redundant Systems
Your redundant systems are constantly primed and ready. You can now use Redundant Systems once per hour, instead of once per day.
Isotope Filtration — Feat 13
[Systems]
Prerequisites Radiation Shield
Your shielding systems are now advanced enough to actively filter specific particles. When you succeed at a Fortitude save against an effect with the radiation trait, you get a critical success instead.
Living Body — Feat 13
[Systems]
Prerequisites System 10 Heritage, Living Bioskin
Your internal chassis, musculature, and organs are replaced with advanced synthetic equivalents, making your disguise fool all but the most invasive medical examinations or military-grade scanning technology. You gain the Humanoid trait in addition to your other traits, and your Living Machine trait is modified so that you must now eat and breathe, though you still only require 2 hours of inactivity instead of sleep. To support this new biology, your body’s regenerative systems become fully active, allowing you to engage them once per hour as a single action to gain fast healing equal to half your level for 1 minute.
Rapid Recharge — Feat 13
[Systems]
Prerequisites Internal Repair System
Your internal repair mechanisms can recharge much faster. You can now use Internal Repair System once per hour, instead of once per day.
Universal Tools — Feat 13
[Systems]
Prerequisites System 9 Heritage, Tactical Tools, Versatile Tools
Your mastery of your integrated tools is absolute, allowing you to replicate nearly any basic function. Your integrated tools can now function as any commercial toolkit of level 1 or lower. When you use your tools, you declare which function you are using. The +1 circumstance bonus from Tactical Tools applies to any check you make with your Universal Tools.
Unmistakable Logic — Feat 13
[Systems]
Your ability to process information is profoundly logical and clear. When you use the Recall Knowledge action with any skill in which you are trained, you treat a critical failure as a normal failure. If you are a master or legendary in the skill, you also treat a success as a critical success.
17th Level
Environmental Supremacy — Feat 17
[Systems]
Prerequisites Improved Thermal Shield, Radiation Shield
Your body is a fortress against the elements. Your resistance to poison damage from radiation sources increases to your full character level, and you are protected from the effects of environments with extreme heat and cold.
More Than Human — Feat 17
[Systems]
Prerequisites System 10 Heritage, Living Body
Your transformation is complete, and every component of your being is a synthetic organic that perfectly replicates human biology. Your disguise is now perfect, able to de— Feat any scan, test, or examination attempting to reveal your nature. This synthesis of your systems mind and a biological brain grants you unparalleled mental fortitude: when you must attempt a Will save against an effect with the mental trait, you treat the result of a critical failure as a normal failure, and the result of a success as a critical success.
