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system:armory:augs [2016/11/20 19:27] schrodinger [Basic Augs] |
system:armory:augs [2017/02/27 22:32] (current) schrodinger [Advanced Augs] |
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====== Augs ====== | ====== Augs ====== | ||
Augs are special IRIS-based formations within the body that store considerable metabolic energy over time, to be released later as a power source for various potent effects. In contrast to Gear and Devices, Augs are expensive and make considerable demands on the Character's Stamina when used, but offer super-human capabilities in exchange. As part of the Character's own body, Augs cannot easily be stripped away, offering a fighting chance, even in the most desperate of circumstances. | Augs are special IRIS-based formations within the body that store considerable metabolic energy over time, to be released later as a power source for various potent effects. In contrast to Gear and Devices, Augs are expensive and make considerable demands on the Character's Stamina when used, but offer super-human capabilities in exchange. As part of the Character's own body, Augs cannot easily be stripped away, offering a fighting chance, even in the most desperate of circumstances. | ||
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+ | \\ | ||
+ | |||
+ | **__Augs Index__** | ||
+ | |||
+ | **[[system:armory:augs#Basic Augs|Basic Augs]]** | ||
+ | |||
+ | **[[system:armory:augs#Advanced Augs|Advanced Augs]]** | ||
===== Basic Augs ===== | ===== Basic Augs ===== | ||
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* //Gain bonus AP according to the Character's rank in the Grit Passive.// | * //Gain bonus AP according to the Character's rank in the Grit Passive.// | ||
- | * Grit can be activated instantly at any time that does not conflict with another Player's or NPC's turn. This immediately allows the Character to act with whatever AP are offered by Grit, but no Skill tests may be rolled outside the Character's normal turn. Augs may be activated as normal until all Grit AP are consumed, but are still limited by their normal per-turn usage limit, if applicable. | + | * Grit can be activated instantly at any time that does not conflict with another Player's or NPC's turn. This immediately allows the Character to act with whatever AP are offered by Grit, but remember that __no dice may be rolled outside the Character's normal turn and a given Skill may only be used once per round.__ Augs may be activated as normal until all Grit AP are consumed, but are still restricted to their normal per-turn usage limit, if applicable. |
* **Costs Stamina for each activation. Limit once per round. See the [[System:traits|Traits]] section for details.** | * **Costs Stamina for each activation. Limit once per round. See the [[System:traits|Traits]] section for details.** | ||
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* //The Character performs a powerful leap or lunge.// | * //The Character performs a powerful leap or lunge.// | ||
- | * Calculate movement, spend AP and apply penalties to other actions as though the Character were running to the destination. | + | * When Leaping, Calculate movement distance, spend movement AP and apply penalties as though the Character were running to the destination. |
* Only the normal restriction of being on the ground is removed. See the [[System:traits|Traits]] section for details. | * Only the normal restriction of being on the ground is removed. See the [[System:traits|Traits]] section for details. | ||
* **Costs 5 Stamina per Leap.** | * **Costs 5 Stamina per Leap.** | ||
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[[system:armory:augs#regenerator|Regenerator]] | [[system:armory:augs#regenerator|Regenerator]] | ||
+ | |||
+ | [[system:armory:augs#shock matrix|Shock Matrix]] | ||
[[system:armory:augs#stimulus filter|Stimulus Filter]] | [[system:armory:augs#stimulus filter|Stimulus Filter]] | ||
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* **Functions benefitting from multiple streams of consciousness are:** | * **Functions benefitting from multiple streams of consciousness are:** | ||
* DUAL WIELDING - When wielding a weapon in each hand, a penalty of -20AP is normally applied. This is because the Character cannot concentrate on the use of the second weapon, greatly reducing its effectiveness. With at least one extra consciousness stream however, each weapon can be controlled independantly, fully negating the penalty. This also requires the Character to retain normal control over their body. It is not possible to use a single arm as a stationary, weapon firing turret. | * DUAL WIELDING - When wielding a weapon in each hand, a penalty of -20AP is normally applied. This is because the Character cannot concentrate on the use of the second weapon, greatly reducing its effectiveness. With at least one extra consciousness stream however, each weapon can be controlled independantly, fully negating the penalty. This also requires the Character to retain normal control over their body. It is not possible to use a single arm as a stationary, weapon firing turret. | ||
- | * DRONE CONTROL - Taking active control of a drone allows the Character to substitute their own Traits and Skills for those of the drone. This includes the use of the Character's 15 Turn AP, divided as the Player chooses between all active drones and their own body. As normal, a given test may only be used once per round, and any Augs used only affect the Character themselves. This means Grit AP cannot be applied to drones. Each Stream of consciousness allows one entity to be controlled at the same time, either one drone of the user's own body. | + | * DRONE CONTROL - Taking active control of a drone allows the Character to substitute their own Traits and Skills for those of the drone. This includes the use of the Character's 15 Turn AP, divided as the Player chooses between all active drones and their own body. As normal, a given test may only be used once per round, and any Augs used only affect the Character themselves. This means Grit AP cannot be applied to drones. Each Stream of consciousness allows one entity to be controlled at the same time, either one drone or the user's own body. |
* INTERFACING - When using the Interface skill to manipulate technology, such as computers, robots or the brain functions of other IRIS users, each stream of consciousness allows one connection to be maintained at the same time. This allows the Character to control multiple systems, drones, or other humans at the same time, should the opportunity arise. When controlling drones or humans, see the rules for Drone Control above. | * INTERFACING - When using the Interface skill to manipulate technology, such as computers, robots or the brain functions of other IRIS users, each stream of consciousness allows one connection to be maintained at the same time. This allows the Character to control multiple systems, drones, or other humans at the same time, should the opportunity arise. When controlling drones or humans, see the rules for Drone Control above. | ||
* **Limited CAP** //Acuity 4// - The CAP grants one additional stream of consciousness for 5 rounds. Out of combat the effect lasts for 30 minuts. Costs 20 Stamina. | * **Limited CAP** //Acuity 4// - The CAP grants one additional stream of consciousness for 5 rounds. Out of combat the effect lasts for 30 minuts. Costs 20 Stamina. | ||
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* **Standard CAP** //Acuity 7// - The CAP grants two additional streams of consciousness for 5 rounds. Out of combat the effect lasts for 1 hour. Costs 20 Stamina. | * **Standard CAP** //Acuity 7// - The CAP grants two additional streams of consciousness for 5 rounds. Out of combat the effect lasts for 1 hour. Costs 20 Stamina. | ||
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* **Advanced CAP** //Acuity 10// - The CAP grants three additional streams of consciousness for 5 rounds. Out of combat the effect lasts for 2 hours. Costs 20 Stamina. | * **Advanced CAP** //Acuity 10// - The CAP grants three additional streams of consciousness for 5 rounds. Out of combat the effect lasts for 2 hours. Costs 20 Stamina. | ||
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[[system:armory:augs#advanced augs|Back to Advanced Augs]] | [[system:armory:augs#advanced augs|Back to Advanced Augs]] | ||
- | * //A network of high-power emitters and an advanced tracking system make it possible to induce complex currents in nearby targets. The many applications for this compound technology include remote hacking, real-time drone control and comunication networking, to name a few.// | + | * //A matrix of energized lattices induces dynamic current in nearby targets. This complex technology has many applications, including remote Interfacing, real-time drone control and comunication networking, to name a few.// |
* Inducers have many possible uses and the more advanced the Inducer is, the more of these fuctions can be supported in a single Aug, along with increasing its range and security. | * Inducers have many possible uses and the more advanced the Inducer is, the more of these fuctions can be supported in a single Aug, along with increasing its range and security. | ||
* **Inducer options include:** | * **Inducer options include:** | ||
* REMOTE INTERFACE - Allows the user to make Interface Skill tests at a distance up to the maximum range of the Inducer. Sources of interference or insulation may shorten the range, apply penalties or make Interface actions impossible, at the Director's discretion. | * REMOTE INTERFACE - Allows the user to make Interface Skill tests at a distance up to the maximum range of the Inducer. Sources of interference or insulation may shorten the range, apply penalties or make Interface actions impossible, at the Director's discretion. | ||
- | * DRONE CONTROL - Allows the user to take active control of drones at a distance up to the maximum range of the Inducer. While actively controlling a drone, the Character uses their own AP, Traits and Skills to perform actions. It should be noted that taking active control of a drone leaves the user vulnerable as their own body becomes inactive. The Split-Think Aug remedies this by allowing control of multiple functions at the same time. See the Split-Think Aug entry for more information. Sources of interference or insulation may shorten the range, apply penalties or make Interface actions impossible, at the Director's discretion. | + | * DRONE CONTROL - Allows the user to take active control of drones at a distance up to the maximum range of the Inducer. When taking active control, the Character rolls an Interface test, then divides the resulting AP among their drones each turn as Turn AP. This replaces the Drones' standard AP pool. |
+ | * Movement still cannot exceed the standard AP of the drone. | ||
+ | * Taking active control of a drone leaves the user vulnerable as their own body becomes inactive. The CAP Aug remedies this by allowing control of multiple functions at the same time. See the [[system:armory:augs#cap|CAP]] Aug entry for more information. | ||
+ | * Sources of interference or insulation may shorten the range, apply penalties or make Interface actions impossible, at the Director's discretion. | ||
* HUD - The HUD or Heads Up Display is a graphical overlay for the user's own senses, indicating sources of noise, highlighting enemies or other objects of interest and allowing any location or entity to be tagged, indicating it to other HUD users on the same network and tracking its location as long as it remains detectable. Location tags on the environment may remain tagged indefinately, since they cannot move. Creating a tag requires 5AP. Allies making attacks on tagged targets receive +5AP. Allies using Strategy, Canny, Savvy or Alertness to locate previously tagged enemies also receive a +5AP bonus. | * HUD - The HUD or Heads Up Display is a graphical overlay for the user's own senses, indicating sources of noise, highlighting enemies or other objects of interest and allowing any location or entity to be tagged, indicating it to other HUD users on the same network and tracking its location as long as it remains detectable. Location tags on the environment may remain tagged indefinately, since they cannot move. Creating a tag requires 5AP. Allies making attacks on tagged targets receive +5AP. Allies using Strategy, Canny, Savvy or Alertness to locate previously tagged enemies also receive a +5AP bonus. | ||
* NETWORK RELAY - The user may serve as a communication hub for multiple allies, providing various functions, such as visual / audio feeds, real time comms and HUD functionality. These can be used at a distance up to the maximum range of the Inducer. Sources of interference or insulation may shorten the range, apply penalties or make Interface actions impossible, at the Director's discretion. | * NETWORK RELAY - The user may serve as a communication hub for multiple allies, providing various functions, such as visual / audio feeds, real time comms and HUD functionality. These can be used at a distance up to the maximum range of the Inducer. Sources of interference or insulation may shorten the range, apply penalties or make Interface actions impossible, at the Director's discretion. | ||
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* An automatic success may be purchased at the Director's discretion, provided the Character can pay the full Stamina cost and the number of required rolls does not exceed the limit of the Overdrive. | * An automatic success may be purchased at the Director's discretion, provided the Character can pay the full Stamina cost and the number of required rolls does not exceed the limit of the Overdrive. | ||
- | * **Limited Overdrive:** //Carry 6 + Acuity 4// - The Overdrive May only be used for one action per turn. Limited to a 2-roll Sustained Action. Costs 10 Stamina per roll. | + | * **Limited Overdrive:** //Strength 4 -or- Speed 4 + Acuity 4// - The Overdrive May only be used for one action per turn. Limited to a 2-roll Sustained Action. Costs 10 Stamina per roll. |
- | * **Standard Overdrive:** //Carry 8 + Acuity 5// - The Overdrive may only be used for one action per turn. Limited to a 3-roll Sustained Action. Costs 7 Stamina per roll. | + | * **Standard Overdrive:** //Strength 6 -or- Speed 6 + Acuity 5// - The Overdrive may only be used for one action per turn. Limited to a 3-roll Sustained Action. Costs 7 Stamina per roll. |
- | * **Advanced Overdrive:** //Carry 10 + Acuity 6// - The Overdrive may only be used for one action per turn. No roll limit. Costs 7 Stamina per roll. | + | * **Advanced Overdrive:** //Strength 8 -or- Speed 8 + Acuity 6// - The Overdrive may only be used for one action per turn. No roll limit. Costs 7 Stamina per roll. |
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* **Advanced Regenerator:** // Health 9 + Acuity 4// - The Regenerator restores Health equal to the Character's daily healing rate once every turn for the duration of a single combat. Costs 15 Stamina. Out of combat, the Regenerator may be activated as a healing aid, tripling the Character's daily healing for that day. Costs 20 Stamina. Activations in and out of combat are separate and do not interact in any way. | * **Advanced Regenerator:** // Health 9 + Acuity 4// - The Regenerator restores Health equal to the Character's daily healing rate once every turn for the duration of a single combat. Costs 15 Stamina. Out of combat, the Regenerator may be activated as a healing aid, tripling the Character's daily healing for that day. Costs 20 Stamina. Activations in and out of combat are separate and do not interact in any way. | ||
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+ | |||
+ | === Shock Matrix === | ||
+ | [[system:armory:augs#advanced augs|Back to Advanced Augs]] | ||
+ | |||
+ | * //A heavy modification of the standard energy-storing lattice used for Stamina, this variant channels large volumes of energy over a short time, dumping it in a massive burst through elecrodes woven into the surface of the user's skin. Usually employed as a weapon, best results are achieved by contacting the user's bare skin to the enemy. It's popularity is well justified among those needing a subtle tool of assassination.// | ||
+ | * When making an Unarmed or Melee attack, the Character may activate the Shock Matrix to gain a significant damage bonus. | ||
+ | * The damage is affected by armor as normal, including Natural Armor. | ||
+ | * The Matrix recharges naturally over time as it draws energy from the Character's body. This requires no action on the Character's part but cannot be accelerated. | ||
+ | * After use, a slight burn mark will be visible on the skin of both the Character and their target. This will disappear for the Character after 3 days, or 6 hours after receiving medical treatment for the wound. if the target or Character dies before the burn disappears, it will remain visible until they decompose. | ||
+ | |||
+ | * **Limited Shock Matrix** //- Requires Acuity 3 + Vigor 2 ----- Costs: 2k// | ||
+ | * Adds 50 damage to an unarmed attack. | ||
+ | * Recharges and can be used every 3rd round of combat or every 1 minute 30 seconds. | ||
+ | * Can discharge through the Character's skin on any 1 body part. (Choose 1: Head, Torso, Right Arm, Left Arm, Right Leg, Left Leg) | ||
+ | * Discharge locations cannot be changed after purchase. | ||
+ | |||
+ | * **Standard Shock Matrix** //- Requires Acuity 6 + Vigor 4 ----- Costs 5k// | ||
+ | * Adds 100 damage to an unarmed attack. | ||
+ | * Recharges and can be used every 2nd round of combat or every 1 minute. | ||
+ | * Can discharge through the Character's skin on any 3 body parts. (Choose 3: Head, Torso, Right Arm, Left Arm, Right Leg, Left Leg) | ||
+ | * Discharge locations cannot be changed after purchase. | ||
+ | |||
+ | * **Advanced Shock Matrix** //- Requires Acuity 9 + Vigor 6 ----- Costs 15k// | ||
+ | * Adds 200 damage to an unarmed attack. | ||
+ | * Recharges and can be used every round of combat or every 30 seconds. | ||
+ | * Can discharge through any part of the Character's skin. | ||
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[[system:armory:augs#advanced augs|Back to Advanced Augs]] | [[system:armory:augs#advanced augs|Back to Advanced Augs]] | ||
- | * //Local stimuli are amplified, then processed through a sophistocated prediction and modulation engine. The combined effect grants the user incredibly heigtened senses and allows them to "see" elements of their surroundings which would normally be invisible to the eye. The effect on the user's awareness is so great that, to the casual observer, it can appear almost supernatural.// | + | * //Local micro-stimuli are amplified, then processed through a sophistocated prediction engine and superimposed on the user's vision. This grants the user incredibly heigtened senses, allowing them to "see" elements of their surroundings which would normally be invisible to the eye. The effect on the user's awareness is so great that, to the casual observer, it can appear almost supernatural.// |
* When making any Perception test, activating the Stimulus Filter allows the user to count their Standard Action as a Sustained Action, rolling dice multiple times for a single action. This means the time investment normally associated with each roll in a Sustained Action is removed at the cost of Stamina. | * When making any Perception test, activating the Stimulus Filter allows the user to count their Standard Action as a Sustained Action, rolling dice multiple times for a single action. This means the time investment normally associated with each roll in a Sustained Action is removed at the cost of Stamina. | ||
* An automatic success may be purchased at the Director's discretion, provided the Character can pay the full Stamina cost and the number of required rolls does not exceed the limit of the Stimulus Filter. | * An automatic success may be purchased at the Director's discretion, provided the Character can pay the full Stamina cost and the number of required rolls does not exceed the limit of the Stimulus Filter. | ||
* Stimulus Filters also allow remodulation of non-visible stimuli, such as sound, heat, scent, electromagnetism, or ultraviolet light. depending on the functions available. | * Stimulus Filters also allow remodulation of non-visible stimuli, such as sound, heat, scent, electromagnetism, or ultraviolet light. depending on the functions available. | ||
- | * **Stimulus Filter types:** | + | * **Stimulus Filter Specializations:** |
* Aural Stimulus Filter - Translates sound into a visual effect. Grants +5AP when detecting or locating sound sources. | * Aural Stimulus Filter - Translates sound into a visual effect. Grants +5AP when detecting or locating sound sources. | ||
* Electromagnectic Filter - Translates electromagnetism into a visual effect. Grants +5AP when detecting or locating sources of electromagnetism. | * Electromagnectic Filter - Translates electromagnetism into a visual effect. Grants +5AP when detecting or locating sources of electromagnetism. | ||
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* Ultraviolet Filter - Translates ultraviolet light into a visual effect. Grants +5AP when detecting or locating sources of ultraviolet light. | * Ultraviolet Filter - Translates ultraviolet light into a visual effect. Grants +5AP when detecting or locating sources of ultraviolet light. | ||
- | * **Limited Stimulis Filter** //Instinct 6 (+ Acuity 2)// - (The Filter may have one of the available functions above if the Acuity requirement is also met.) May only be used for one action per turn. Limited to a 2-roll Sustained Action. Costs 10 Stamina per roll. | + | * **Limited Stimulis Filter** //Instinct 4 (+ Acuity 2)// - (The Filter may have one of the Specializations above if the Acuity requirement is also met.) May only be used for one action per turn. Limited to a 2-roll Sustained Action. Costs 10 Stamina per roll. |
- | * **Standardd Stimulus Filter** //Instinct 8 (+ Acuity 4)// - (The Filter may have two of the available functions above if the Acuity requirement is also met.) May only be used for one action per turn. Limited to a 3-roll Sustained Action. Costs 7 Stamina per roll. | + | * **Standardd Stimulus Filter** //Instinct 7 (+ Acuity 4)// - (The Filter may have two of the Specializations above if the Acuity requirement is also met.) May only be used for one action per turn. Limited to a 3-roll Sustained Action. Costs 7 Stamina per roll. |
- | * **Advanced Stimulus Filter** //Instinct 10 (+ Acuity 6)// - (The Filter may have three of the available functions above if the Acuity requirement is also met.) May only be used for one action per turn. No roll limit. Costs 7 Stamina per roll. | + | * **Advanced Stimulus Filter** //Instinct 10 (+ Acuity 6)// - (The Filter may have three of the Specializations above if the Acuity requirement is also met.) May only be used for one action per turn. No roll limit. Costs 7 Stamina per roll. |