Augmentations

Augmentations are technological enhancements that grant a character superior abilities beyond their natural limits.

During Session Zero, groups are encouraged to discuss the story choice and setting to determine whether and which augmentations are appropriate before character creation.

Augmentation Types

The following is a list of common types of augmentations.

  • NEURAL ENHANCERS: These augmentations improve a character's mental capacity, reaction speed, or cognitive abilities. They may allow for faster learning, improved memory, or enhanced perception of their surroundings.

  • CYBERNETIC LIMBS: Mechanical arms or legs that increase strength, agility, or endurance. These augmentations may also contain built-in tools, weapons, or special features, like the ability to climb walls or withstand extreme conditions.

  • SENSORY IMPLANTS: Augmentations that enhance or extend the character's natural senses, such as improved vision (night vision, thermal imaging), hearing, or even granting new senses like echolocation or radar-like awareness.

  • EXOSKELETONS: Powered frames or internal augmentations that amplify physical abilities, allowing characters to carry more weight, run faster, or endure heavy impacts.

  • BIO-ENGINEERING: Genetically engineered augmentations that enhance a character's natural biology, such as improved regeneration, heightened immune response, or enhanced reflexes.

  • COMBAT ENHANCEMENTS: These are specialized augmentations designed for battle, such as built-in weaponry (blades, energy weapons), armor plating, or combat reflex enhancers that make a character faster and more effective in combat situations.

  • INTERFACE MODULES: Augmentations that allow direct control or communication with technology, such as connecting to vehicles, drones, or computer systems via neural interfaces or data jacks.

Defining Augmentations

A character's augmentations are expressed through assets and features.

  • ASSETS: Use assets to add an augmentation if the augmentation can be directly leveraged to increase the chance of success when performing specific actions. For example, using a cybernetic arm to lift or push a heavy item or attack someone benefits from the augmentation.

  • FEATURES: Use features to define augmentations that boost a character's abilities. Features can be used to impose specific conditions, provide passive skills, or break the rules for a standard turn. A sensory implant that includes night vision or thermal imaging is a good candidate for a passive ability provided by a feature.

The following are some examples of augmentations that could be added as assets. Use tags to identify the conditions the asset can be used for.

The following are examples of augmentations that could be expressed as features.

BIONIC FORCE: Knock back an opponent by 10 feet or knock them prone when you make an unarmed strike with a cybernetic limb.
OCULAR IMPLANT: Engage a visual enhancement (night, thermal, ultraviolet) vision when in dim light or darkness. You can also change the zoom level by up to two range rings (far objects appear medium, medium objects appear near, etc.)
HEAVY LIFTER: Lift and carry twice the average weight of a character.

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