Augmentation Listing (Fragmented)

Some Augmentations may have prerequisites, at the judgment of the GM (e.g., replacing both legs before the Muscular System can be replaced).

Senses: 1d6 per sensory enhancement. (No cost for cybernetic eyes, ears, or nose, only for the sensory enhancements.) Examples: Thermal/infrared or ultraviolet vision, vision magnification, enhanced hearing.

Limbs: 2d6 per Limb. Limbs may have automatic Strength successes added at the cost of 1d6 per level (maximum of 5). These automatic successes are added to any Strength-related roll, including damage, for which the arm is used. (They are added rather than replacing a die as with Precision Striking.) Note that lifting may be limited by strain on the rest of the body. When multiple limbs with automatic successes are used together to perform a task (e.g., lifting with both arms), the automatic successes do not stack; the successes of the weaker limb are used.

Organ Systems:

Circulatory System (heart, blood, blood vessels): You can control your bleeding. Lethal damage of Mauled or beyond does not worsen without medical care. You can also suppress your vital signs and feign death for up to 8 hours. Furthermore, you can go into Overdrive Mode, which allows you to add 1 to 5 dice to Athletics rolls by overdriving your heart. Circulatory stress forces a Stamina + Endurance check each turn at Difficulty (3 + die modifier) to avoid a heart attack. Cost: 4d6.

Digestive System (mouth, esophagus, liver, stomach, gallbladder, pancreas, intestines, rectum): You can eat or drink virtually anything that is organic and non-poisonous (leaves, roots, twigs, wood, and so forth). You can bite for Strength + 1 Lethal damage. Furthermore, you need half as much food as a normal person and can go without food for several days without penalties. Cost: 4d6.

Endocrine System (hypothalamus, pituitary gland, pineal gland, thyroid, parathyroids and adrenal glands): You need only two hours sleep per night. Furthermore, you fall asleep and wake up at will, instantly; you are aware when you are dreaming and can control your dreams (lucid dreaming); and you can hibernate to conserve energy. Cost: 4d6.

Endocannabinoid System (neuromodulatory lipids and receptors): You have the Lightning Calculator and Eidetic Memory merits, and can can replay memories at will. Cost: 3d6.

Excretory System (kidneys, ureters, bladder, urethra): You need one-tenth as much water as a normal person and can go without water for a full week without penalties. Cost: 3d6.

Integumentary System (skin, hair, nails) (all four limbs must be replaced first): You can regulate your surface temperature, and can become temporarily invisible to thermal detection. In addition, polymers woven through your synthetic skin provide 3 Armor Dice. Cost: 5d6.

Lymphatic System (lymph nodes and vessels): +5 dice to resist disease. Cost: 2d6.

Muscular System (both legs must be replaced first): You move at double the normal movement rate, and jump twice the normal distance. Cost: 5d6.

Nervous System (nerves and spinal cord): Add 5 to your Initiative total. If desired, you may add another 5 to this number per Willpower point you choose to spend. Cost: 3d6.

Respiratory System (lungs, diaphragm, larynx, trachea): You can hold your breath for 12 hours. Cost: 3d6.

Skeletal System (skeleton, cartilage, ligaments, tendons) (all four limbs must be replaced first): Your bones are extremely difficult to break, providing 2 Armor Dice and -1 Difficulty to soak Bashing damage (and, once you have the Cyborg Template, Lethal damage). In addition, you are not subject to limits to lifting from strain on your bones, and you have the Double Jointed merit. Cost: 5d6.

Other:

Armor: 1d6 per die, maximum of 5 (including Armor Dice gained from replacing the Integumentary System and/or the Skeletal System).

Attributes: 1d6 per point if within the 1-5 range, 2d6 per point beyond that range (Attribute Maximum of 8). Can be further increased with XP normally (assuming they have not yet reached their normal limit).

Extra Action: If conditional (3x per day, lasts for 5 rounds), the cost is 2d6 per action. If "always on", the cost is 3d6 per action. In either case the limit is 5 additional actions.

Weapons: 1d6 per additional die of damage (maximum of +3).

Regeneration:
Healing Times reduced by 2 severity levels =1d6
Healing Times Minimized: 1 hour for Bashing, 1 day for Lethal, Aggravated not affected=2d6
Superhuman Healing: Bashing 1 Minute, Lethal 1 hour, Aggravated unaffected=3d6
Inhuman Healing: As above, but Aggravated wounds heal at 1 level per day=4d6
Supernatural Healing: Bashing 1 turn, Lethal 1 minute, Aggravated 1 day=5d6

Extra Health Levels: 2d6 per extra "Bruised" level, 1d6 per extra "Incapacitated" level, maximum of 5.

Miscellaneous
Minor Augmentation: 1d6
Example: Bonus +2 dice to a single ability roll under the right circumstances (Smartgun Link, Headjack, iPod/Data storage implant, Processing Chip/CPU (allows character to access information on the storage implant).

Major Augmentation: 2d6
Example: Pain Editor (suffers no wound penalties).

Critical Augmentation (e.g. organ systems): 3d6 to 5d6

Miscellaneous Enhancements: 1d6 to 3d6 for most things not covered here.

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