Each level of the Super Pilot class gives four Upgrade points. Those upgrade points can be spent in any of the following options. You cannot pick each option more times than your 1+(1/2 super pilot level). Some options demand a certain level before they can be taken, as noted on the respective entry. You must spend all upgrade points as soon as you get them. If an upgrade doesnt have a listed cost, it simply costs 1 point.
Note: Whenever it's unclear if an upgrade text refers to a super robot or the pilot, it refers to the super robot itself.
Any upgrades that mention an In-Built weapon may be applied to the mecha's Unarmed Strike.
Absolute Barrier: You need at least 4 Super Pilot levels to pick this and costs 4 points. 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 a GN-Field, 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.
In addition each time you pick this you can choose, while the Absolute Barrier is turned on, to ignore either Fire, Acid, Electricity, Sonic, Acid damage, Power property, Rending property, effects that would reduce your movement speed, effects that would move you against your will, Stun+Paralyzis, Nauseated+Sickened, Mind-affecting effects, trip, grapple, disarms or the Concussive Property. You can only ignore one of your picks at a time, but you can choose which one whenever you turn it on. If a weapon has both your vulnerability and immunity, it ignores your immunity. Absolute Barrier does not stack with other energy fields/barriers/walls/coats and similar abilities, only one can be turned on at a time.
Advanced Aquatic Adaptation-Mecha gains the Amphibious quality and swim speed equal to base speed.
Agility:The Super Robot gains +1 to Dodge and +5 mu to all its speeds. Can be taken multiple times, stacks.
Not all Super Robots are brutish towering columns of metal.Alien Alloy: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: 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/Breah weapon/Natural ray/gaze or similar ability. This upgrade costs 2 points.
Ancient Sensor: The Super Robot chooses one of the following options that work as Blindsense with range 500 mu but only detect 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've already added that can be active simultaneously.
Automatic Archery-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: the super robot's in-built melee weapons gain the Finesse property. This upgrade costs 2 points.
Battery:The Super Robot gains +10 max energy.
Berserk Button: This upgrade is mutually exclusive with Nanomachines and Mysterious Power and costs 3 points. 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 another Stance of their own as long as the second stance is of a lower level.
Blasting: the super robot's in-built ranged weapons gain the Brutal property. This upgrade costs 2 points.
Cerulean Circuit: Any soulmelds you have shaped in yourself will benefit the super robot while you pilot it.
Cutting plasma field: One of the super robot's in built weapons gain the Power property. This costs 3 upgrade points. Alternatively you may take it for 2 points by increasing the energy cost of the in-built weapon by 5 or reducing max ammo by 2 if it was higher than 2, or take it for 1 point by increasing the energy cost of the in-built weapon by 15 or reducing max ammo by 6 if it was higher than 6. If you go with energy cost and it didn't have one, now it costs 5/15 energy to use respectively. If you go with ammo cost and it didn't have one, now it has 10/6 ammo respectively.
Cyber Circuit: Any
modules attached to yourself will benefit the super robot while you pilot it.
Darling Drive: 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.
Tentacle play counts as bonding, right?Dynamic: Choose one of your in-built weapons. It gains the Hybrid property and the new stats are equal to the original except it changes from ranged to melee and the other way around. If it was melee, its ranged version has a base range of 50 mu, or 100 mu if Heavy, either way the ranged version also deals damage as if the mecha was one size smaller. If it was ranged, then the melee version deals damage as if the mecha was one size bigger. Each extra time you pick this, it applies to another of your in-built weapons.
Electronic Nose: 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.
Enduring Code: 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 neither the pilot besides exiting the cockpit. You can only take this upgrade once.
Extending Arms: Your mecha's melee reach increases by 5 mu. Each extra time you pick this your mecha's melee reach increases by a true doubling stacking (so total 10+5=15 mu for two picks, total 15+20=35 mu for three picks, 40+35=75 mu for four picks and so on). However you must pay 1 energy per 1d20 rolled for each extra 5 mu you use, so for example punching something 50 mu away would cost an extra 10 energy.
Extra:The super robot gains one extra in-built basic weapon, either ranged or melee. In alternative, the super robot may gain an in-built weapon with the Heavy property dealing 2d10 base damage (piercing, slashing or bludgeoning, chosen when this upgrade is picked), either melee or ranged with damage reduced to 2d8 and 40 mu range increment. Cannot be taken more than once plus another time per 4 HD, each time gaining one extra in-built weapon of either type.
Get Drill: You need an in-built weapon that deals piercing damage to pick this. Your mecha can burrow at half base speed.
Gravity Engine:the Super robot can fly at its base speed with good maneuverability. This costs 2 upgrade points.
Growth: 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. This can only be taken once for every 4 pilot levels. You cannot pick this if you picked Miniaturization.
Still not big enough!Hyperdimensional Step: You gain a 5% miss chance per pick you have in this that does not stack with other miss chances and when you would move outside of a 5ft step, you may instead teleport up to 10 mu per pick you have in this. In the case of a movement multiplier you also can multiply your movement distance, so for example a charge would allow you teleport double the distance. Either way you must pay 2 energy per each 5 mu teleported. As a fullround action you can teleport up to 50 mu per pick by paying a flat 50 energy. With 1 minute you can teleport even further away by paying a flat 100 energy depending on the number of picks you have.
1- One mile.
2-Ten miles
3-One hundred miles.
4-Anywhere same continent.
5-Anywhere same planet.
6-Closest planet/moon.
7-Anywhere same system.
8-As plane shift, but targeting the mecha and everything inside.
9-Anywhere same galaxy.
10-Anywhere with no loss of precision.
11-Anywhere with no loss of precision, ignore delay/anti-teleportation measures
Hyperdimensional storage: The Super Robot gains +25 Arsenal Space. You can only take this once per 4 pilot levels you have, and you must pay one more point as well (so if you want to pick this 4 times, you would need to pay 1+2+3+4=10 points for example).
Irregular Scale: You need either Growth or Miniaturization to pick this. As a swift action you can change between your super robot's original size and its latest size. You may pick this multiple times up to your number of picks of Growth/Miniaturization, each extra one allows you to turn your super robot to one of the sizes in-between your original and latest.
Main Weapon:Choose one of your in built 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) and gain a +4 bonus to resist Disarm checks. You can only have one Main Weapon, but you can pick this option two more times, each one increasing the damage die another size and granting an extra +4 bonus to resist Disarm checks. The second one the Crit threat increases by 1 and the third the crit multiplier increases by 1.
Mighty:Once per round as a free action you can expend 5 energy to make all of the super robot's weapons deal +3 damage for 1 round. In the case of the main weapon it deals +6 damage instead. In the case of combined paired weapons, it deals +12 damage instead. Picking this option multiple times allows you to spend extra energy to get a bigger bonus.
Miniaturization: The super robot becomes one size category smaller, gaining all standard advantages and penalties except ability score changes, and its Natural armor and In Built/Arsenal weapons damage doesn't change either. This can only be taken once for every 4 pilot levels, up to diminutive size. Alternatively, you can take this upgrade for free any number of times you like ignoring the usual limit as long as the super robot doesn’t go under diminutive, but the super robot’s weapon damage will decrease accordingly, the super robot also loses 1 Nat armor and 1 DR per such free pick and you take a -1 penalty on CL/PL against any targets for each size category they’re bigger than you. You cannot pick this if you picked Growth. If a super robot with "free" miniaturization is combined with other(s) through the Heats feat, the "free" miniaturization doesn't carry over.
Mystic Metal: The first time you take this the Super Robot's in-built weapons count as magic when such would be beneficial. Each extra time you take this one of your Super Robot's in-built weapons gain a +1 magic enhancement bonus to attack and damage rolls. If you take this 3+ times then you can apply an enhancement bonus one level lower to another in-built weapon. So for example if you take this 4 times you could have one in-built weapon at +3, another at +2 and another at +1. A single in-built weapon cannot have a bonus to attack/damage rolls higher than +5 but extra picks may be spent in special abilities of equivalent value such as Frost and Holy, picking different choices for each.
Mysterious Power: the super robot gains the Reactor 1 mecha property. This upgrade costs 2 points for the first time, 3 points for the second, 4 points for the third, each time your Reactor value increasing by 1. You can pay 1 less upgrade point per step in return for making Reactor depend on being linked by a supply cable to a battleship, which takes 8 hours to set up. The supply cable has a range of 100 mu and if you take a critical hit (even if you don't suffer damage and/or are immune to critical hits) then the cable is broken in a way that will take 8 hours to properly repair.
Nanomachines:the super robot gains the Regeneration 1 mecha property. This upgrade costs 2 points for the first time, 3 points for the second, and four points for the third, each time your Regeneration value increasing by 1. You can pay 1 less upgrade point per step in return for making the Regeneration depend on a special device inside your mecha's body. In this case any critical hit that deals you damage will disable this Regeneration for 1d12 rounds.
Paired: Choose two built-in non-heavy weapons of the super robot. They gain the Twin-Linked property. You can take this upgrade multiple times. Either pick another pair of built-in non-heavy weapons to pair up, or you can further upgrade the paired weapons so that they can be combined as a free action into a single melee weapon, adding their damage, and special properties, gaining the Heavy property and using 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). Another free action separates them. Your Main Weapon cannot be a Paired weapon.
Paradox Prototype: Choose one arsenal weapon or acessory 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 acessory one tier higher to have available to equip in your super robot. When you level up you can chance which weapons/acessories 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.
Paranormal Plating: Half your super robot's natural armor applies against touch attacks and it gains SR equal to 11+PL. Each extra time you take this increase the SR by 1 and it gains a +1 magic enhancement to AC. Your super robot cannot have an enhancement bonus to AC higher than +5, but extra bonus beyond the first +1 may be spent in special magic armor abilities such as Fortification.
Pilot Repair: 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 they're a living organic creature. If you have Enduring Code, it benefits the Pilot too while inside the cockpit, and if the pilot would be killed by HP damage while outside the mecha, placing them inside the cockpit whitin 1 minute will bring them back to life. You can only take this upgrade once.
Plating: the Super robot gains +10 HP, +1 Nat armor, +1 DR.
Progressive edge: one of the super robot's in built weapons gain the Rending property. This costs 2 upgrade points. Alternatively you may take it for 1 point by reducing the ammo of the in-built weapon by 2 if it was higher than 2 (if it didn't have limited ammo, now it has 10 ammo) or by increasing the energy cost of the in-built weapon by 5 (if it didn't have an energy cost, now it costs 5 energy to use).
A properly upgraded super robot in-built weapon should always be bigger than your average real robots.Ragna Reactor-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: 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 -, and can only use its in-built weapons and maneuvers. It will blindly follow your orders, and at the lack of them will actively seek the pilot if not seeing him 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 owner's pilot level. This upgrade costs 2 points.
Sentient can be further upgraded with extra pilot points:
Imprint:The super robot counts as having the main pilot's ability scores, Bab, base saves, feats and skills when he is outside. This also allows the super robot to re-roll failed saves against Stun effects once per stun instance. This upgrade costs 4 points.
Soul Crusher: Once per round as a free action a damaging attack from the mecha may be declared as Soul Crusher (including through maneuvers/spells/channeled abilities). Any damaged victims take loses 5 spirit points per time you picked this. If it was an area or multi-target attack, halve the spirit lost, rounded down. If the enemy has not 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: 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: 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 upgraded but you can pick different ones for each attack. Can be taken twice for 3 and 4 points, increases energy cost by 10/20 when activated. If you're an Arcane Pilot, you can apply this to your spells that deal damage without using a weapon, but must pay the extra energy too.
Super Servos: The super robot gains +2 to Grapple, Trip, Disarm and Bullrush checks, plus any other pure Str checks. Carrying capacity is doubled.
Synthetic Evolution: Choose one of the super robot's in-built weapons. It now counts as either a beam or missile weapon, or if it was already either now it counts as neither. Can be taken multiple times, stacks. You can also take this upgrade whitout spending upgrade points in return for a penalty (+5 energy cost per attack for making it count as Beam or 5 base energy cost if it didn't cost any, reduce the ammo of the in-built weapon by 2 if it was higher than 2 if it was a missile or it didn't have limited ammo, now it has 10 ammo, or either of your choice to make it stop count as either beam or missile).
Targeter: The super robot's gains a +1 to its to-hit rolls. Can be taken multiple times, stacks.
Sparkly visual effects when you use your abilities are mandatory, even for multiclass super/real pilots.Transform: the super robot gains the Transform property. Choose one of the forms below. Taking this multiple times allows to take multiple forms.
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 becomes perfect maneuverability. Dodge increases by 4 and Nat Armor decreases by 2. It can't use Arsenal weapons and can only use one of its in-built weapons (or a pair of twin-linked weapons), chosen when this ability is gained (but you can change this decision every time you gain a level). If it was a melee weapon, it becomes a ranged weapon with the same damage and properties, increasing energy cost by +5 per shot (+10 if Heavy) 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, then it loses its flight speed but can still move at his normal land speed. Dodge decreases by 2 and Nat Armor and DR increase by 4. It cannot use Arsenal and In-built weapons, but it gains one Cannon for each In-built weapon it had before. This Cannon has the same damage and properties of the lost In-built weapons, except it's a ranged weapon with a base range of 20 mu+ 5 mu per pilot level and increasing their energy cost by +5 per shot (+10 energy if Heavy).
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 or two in-built melee weapons (if any, in which case they become twin-linked for free if they weren't already), chosen when this ability is gained.
Whetever 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.
The grungust's three forms allow it a great deal of versatility.Undetectable: 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. In the case of a Support Staff's Interceptor Turret, the Super Robot counts as being 10 miles further away than it really is, unless the super robot is already inside its dead zone. Can be taken multiple times, stacks.
Versatile: Choose one of the Super Robot's in-built weapons. It gains either the Area(Any, default width/range/width), Grabbing, Concussive, Disarming, Pushing or Pinning properties. You can pick this multiple times, but you cannot use it to grant more than one new property to each of your in-built weapons. 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.