Differences
This shows you the differences between two versions of the page.
Both sides previous revision Previous revision Next revision | Previous revision | ||
system:armory:augs [2016/12/02 13:11] schrodinger [Advanced Augs] |
system:armory:augs [2017/02/27 22:32] (current) schrodinger [Advanced Augs] |
||
---|---|---|---|
Line 2: | Line 2: | ||
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. | ||
- | [[system:armory:augs#Basic Augs|Basic Augs]] | + | \\ |
+ | |||
+ | **__Augs Index__** | ||
+ | |||
+ | **[[system:armory:augs#Basic Augs|Basic Augs]]** | ||
- | [[system:armory:augs#Advanced Augs|Advanced Augs]] | + | **[[system:armory:augs#Advanced Augs|Advanced Augs]]** |
===== Basic Augs ===== | ===== Basic Augs ===== | ||
Line 30: | Line 34: | ||
* //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.** | ||
Line 38: | Line 42: | ||
* //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.** | ||
Line 97: | Line 101: | ||
[[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]] | ||
Line 195: | Line 201: | ||
* 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. |
Line 250: | Line 256: | ||
* **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. | ||
+ | |||
+ | |||
+ | === 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. | ||
Line 256: | Line 289: | ||
[[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. | ||
Line 267: | Line 300: | ||
* 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. |