====== Augmenting ======
[[:Mechanic:General:Augmenting|Augmenting]] is the act of increasing the [[:Mechanic:General:Mk]] of an object, including but not limited to: [[:Item:Mod|Mods]], [[:Vehicle:Component|Components]], [[:Item|Items]] and [[:Cyberware]].\\
\\
To begin [[:Mechanic:General:Augmenting|Augmenting]] you must first obtain the raw materials and parts for the [[:Mechanic:General:Augmenting|Augmentation]]. To do so you may pay a vendor the difference in [[:Mechanic:General:Value]] between the [[:Mechanic:General:Mk]] of the object you own and the [[:Mechanic:General:Mk]] you wish to [[:Mechanic:General:Augmenting|Augment]] to. You may also use an existing object of the same name and equal to or higher [[:Mechanic:General:Mk]]. Objects of a different name but same [[:Mechanic:General:Archetype]] or [[:Mechanic:General:Subtype]] can be used but penalties may apply, see the table below. In exceptional circumstances a [[:Character]] may supplement or replace these raw materials entirely with [[:Mechanic:General:Trade Good|Trade Goods]] or other methods as [[:Mechanic:General:Appropriate]], see Wuntch’s Whatever below for more.\\
\\
Once the raw materials have been obtained, you can begin applying the [[:Mechanic:General:Augmenting|Augment]]. Applying an [[:Mechanic:General:Augmenting|Augment]] takes time based on the nature of the object being [[:Mechanic:General:Augmenting|Augmented]], the materials being used and the skill of the [[:Character]] [[:Mechanic:General:Augmenting|Augmenting]] it. When [[:Mechanic:General:Augmenting|Augmenting]] an object you perform a [[:Ability:Ritual]] of an [[:Mechanic:General:Appropriate]] [[:Character:Skill|Skill]], [[:Ability:Ritual#Severity]] and [[:Ability:Ritual#Interval]], refer to the table below for examples. Once this [[:Ability:Ritual]] is [[:Mechanic:Outcome:Success|Successful]] the [[:Mechanic:Category:Object]] is [[:Mechanic:General:Augmenting|Augmented]] to the chosen [[:Mechanic:General:Mk]].\\
\\
Most [[:Character|Characters]] prefer to have a professional [[:Mechanic:General:Augmenting|Augment]] their objects to avoid damaging them. Should a [[:Character]] choose to have a professional perform the [[:Mechanic:General:Augmenting|Augment]], they will charge an additional amount, between 5 to 20% of the [[:Mechanic:General:Value]] of the materials, with the [[:Mechanic:General:Augmenting|Augment]] being perfomed safely after an [[:Mechanic:General:Appropriate]] amount of time, see the table below for suggested times.\\
\\
A [[:Character]] may choose instead to perform an [[:Mechanic:General:Augmenting|Augment]] themselves, when they do so it is always done under the effects of the [[:Mechanic:Roll:Dice Pool:Property:Dangerous]] [[:Mechanic:Roll:Dice Pool:Property]]. This [[:Mechanic:Roll:Dice Pool:Property:Dangerous]] [[:Mechanic:Roll:Dice Pool:Property]] has an effect the [[:Mechanic:General:Player|Players]] deem [[:Mechanic:General:Appropriate]] commonly a temporary [[:Mechanic:Conflict:Condition]] that lasts until repaired, loss of the materials or in more extreme cases a long term [[:Mechanic:Conflict:Condition]] or even destruction of the object. Additional negative [[:Mechanic:Roll:Dice Pool:Property|Properties]] will apply based on how the [[:Mechanic:General:Augmenting|Augmentation]] is performed as [[:Mechanic:General:Appropriate]]. See below for example [[:Mechanic:Roll:Dice Pool:Property|Properties]] and why they may apply.\\
==== Timeline Examples ====
|< - 20% 15% 15% 50% >|
^ Pro Timeline ^ Severity ^ Interval ^ Type of Augment ^
| 2 - 4+ [[:Mechanic:General:Time:Hour|Hours]] | 50 - 75+ | [[:Mechanic:General:Time:Hour|Hourly]] |[[:Mechanic:General:Augmenting|Augmenting]] a hand held [[:Item]] such as a [[:Item:Equipment:Tool]] or [[:Item:Equipment:Fascinator]].|
| 5 - 9+ [[:Mechanic:General:Time:Hour|Hours]] | 110 - 150+ | [[:Mechanic:General:Time:Hour|Hourly]] |Replacing a [[:Cyberware]] limb such as an arm or leg.|
| 1 - 3+ [[:Mechanic:General:Time:Period|Periods]] | 50 - 75+ | [[:Mechanic:General:Time:Period|Periodic]] |[[:Mechanic:General:Augmenting|Augmenting]] easily reached or replaced [[:Vehicle:Component|Components]] such as wheels and turrets. More advanced [[:Mechanic:General:Augmenting|Augmentation]] on handheld items such as a [[:Item:Equipment:Weapon|Weapon's]] [[:Mechanic:General:Mk]] being increased from 1 to 4|
| 1 - 2+ [[:Mechanic:General:Time:Cycle|Cycles]] | 150 - 200+ | [[:Mechanic:General:Time:Period|Periodic]] |[[:Mechanic:General:Augmenting|Augmenting]] more central [[:Vehicle:Component|Components]] such as [[:Vehicle:Component:Compartment|Compartments]] or large cargo bays.|
\\
**Example**: Fhern the Fantastic has a [[:Mechanic:General:Mk|Mk.1]] [[:Item:Equipment:Fascinator:Confetti Cannon]] and wants to [[:Mechanic:General:Augmenting|Augment]] it to a [[:Mechanic:General:Mk|Mk.2]]. Fhern goes to a vendor buying the materials and parts needed to perform the augment. Fhern pays the difference between the [[:Mechanic:General:Mk|Mk.2]] [[:Item:Equipment:Fascinator:Confetti Cannon]] and the [[:Mechanic:General:Mk|Mk.1]] which is 2,800c. Fhern requests the vendor perform the [[:Mechanic:General:Augmenting|Augmentation]] and is charged 10% of the 2,800, an additional 280c. Fhern leaves their [[:Mechanic:General:Mk|Mk.1]] [[:Item:Equipment:Fascinator:Confetti Cannon]] with the vendor, returning 3 [[:Mechanic:General:Time:Hour|Hours]] later to pickup their newly minted [[:Mechanic:General:Mk|Mk.2]] [[:Item:Equipment:Fascinator:Confetti Cannon]].
**Example 2**: Fhern takes the parts and materials and performs the [[:Mechanic:General:Augmenting|Augment]] on their [[:Mechanic:General:Mk|Mk.1]] [[:Item:Equipment:Fascinator:Confetti Cannon]] by themself instead. To do so they begin a [Tech] [[:Ability:Ritual]] of [[:Ability:Ritual#Severity]] 65 with an [[:Mechanic:General:Time:Hour|Hourly]] [[:Ability:Ritual#Interval]] under the effects of the [[:Mechanic:Roll:Dice Pool:Property:Dangerous]] [[:Mechanic:Roll:Dice Pool:Property]]. The conditions in which Fhern is performing the [[:Mechanic:General:Augmenting|Augment]] are not great as they are missing the correct tools and don't have a workshop to perform the [[:Mechanic:General:Augmenting|Augment]] in. This means their [[:Ability:Ritual]] will additionally be performed under the [[:Mechanic:Roll:Dice Pool:Property:Disadvantage]], [[:Traits:Fickle]] and [[:Traits:Unreliable]] [[:Mechanic:Roll:Dice Pool:Property|Properties]]. The [[:Mechanic:General:Player|Players]] agree that performing the augment in these conditions is extremely dangerous and thus, the raw materials would be destroyed if the [[:Mechanic:Roll:Dice Pool:Property:Dangerous]] [[:Mechanic:Roll:Dice Pool:Property]] is triggered.
==== Situational Modifier Examples ====
|< - 40% 60% >|
^ Suggested Properties ^ Situation ^
| [[:Mechanic:Roll:Dice Pool:Property:Disadvantage]] or [[:Mechanic:Roll:Dice Pool:Property:Fickle]] |Performing an [[:Mechanic:General:Augmenting|Augmentation]] without the [[:Mechanic:General:Appropriate]] tools.|
| [[:Mechanic:Roll:Dice Pool:Property:Disadvantage]] or [[:Mechanic:Roll:Dice Pool:Property:Fickle]] |Using [Trade Goods] or similar objects of a higher [[:Mechanic:General:Mk]] to perform an [[:Mechanic:General:Augmenting|Augment]] instead of bought parts or materials.|
| [[:Mechanic:Roll:Dice Pool:Property:Poor]] or [[:Mechanic:Roll:Dice Pool:Property:Unreliable]] |Performing an [[:Mechanic:General:Augmenting|Augmentation]] without the [[:Mechanic:General:Appropriate]] surroundings such as a workshop, operating room or dry dock.|
| [[:Mechanic:Roll:Dice Pool:Property:Poor]] or [[:Mechanic:Roll:Dice Pool:Property:Unreliable]] |Performing an [[:Mechanic:General:Augmenting|Augmentation]] while in a high pressure situation.|
| [[:Mechanic:Roll:Dice Pool:Property:Disadvantage]] or [[:Mechanic:Roll:Dice Pool:Property:Fickle]] and [[:Mechanic:Roll:Dice Pool:Property:Imploding]] or [[:Mechanic:Roll:Dice Pool:Property:Troubles]] |Performing an [[:Mechanic:General:Augmenting|Augmentation]] while lacking the [[:Mechanic:General:Appropriate]] tools and surroundings.|
| [[:Mechanic:Roll:Dice Pool:Property:Poor]] or [[:Mechanic:Roll:Dice Pool:Property:Unreliable]] and [[:Mechanic:Roll:Dice Pool:Property:Imploding]] or [[:Mechanic:Roll:Dice Pool:Property:Troubles]] |Performing an [[:Mechanic:General:Augmenting|Augmentation]] with [[:Mechanic:General:Trade Good|Trade Goods]] in a high pressure situation.|
| [[:Mechanic:Roll:Dice Pool:Property:Disadvantage]] [[:Mechanic:Roll:Dice Pool:Property:Imperfection]] [[:Mechanic:Roll:Dice Pool:Property:Troubles]] [[:Mechanic:Roll:Dice Pool:Property:Poor]] |Performing a desperate [[:Mechanic:General:Augmenting|Augmentation]] under the complete wrong environment as well as lacking the correct tools and materials. \\ **Example**: Performing open heart surgery in a dirt trench with only sharpened scraps of metal for scalpels and a baboon heart as a transplant.|
| Please note these are rough guidelines, and you should add, remove or even [[:Mechanic:General:Upgrade]] [[:Mechanic:Roll:Dice Pool:Property|Properties]] as [[:Mechanic:General:Appropriate]]. ||
//**Wuntch's Whatever**// \\
There's going to be many edge cases and ideas that players will come up with to facilitate Augmenting that are not covered by the rules here, our hope is with the examples and base rules offered, everyone at the table can feel empowered to facilitate those ideas. Perhaps the players are currently camped in a rich mine of mithril or iron ore. If it is reasonable to assume smelting and forging facilities may be available and if the players wished to spend an appropriate amount of time, likely Periods or even Cycles, they could Augment their metallic gear and ship components under the effects of the Dangerous keyword. Situations like this may not come up often, but when they do, we recommend rewarding creative thinking and use of the setting. It is an RPG after all.