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| game_mechanics:definitions:augmenting [2026/02/10 13:51] – ms_wuntch | game_mechanics:definitions:augmenting [2026/06/12 10:54] (current) – external edit 127.0.0.1 |
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| ====== Augmenting ====== | ====== Augmenting ====== |
| <WRAP centeralign Warning> | [[:Game Mechanics:Definitions:Augmenting#Augmenting|Augmenting]] is the act of increasing the <wrap preview>[[:Game Mechanics:Definitions:Mk]]</wrap> of an object, including but not limited to: [Mods], [Components], <wrap preview>[[:Items]]</wrap> and <wrap preview>[[:Cyberware]]</wrap>.\\ |
| **%%// UNDER CONSTRUCTION \\%%**\\ | |
| **This page is currently being modified.** | |
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| [Augmenting] is the act of increasing the [Mk] of an object, including but not limited to: [Mods], [Components], [Items] and [Cyberware].\\ | |
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| To begin [Augmenting] you must first obtain the raw materials and parts for the [Augmentation]. To do so you may pay a vendor the difference in [Value] between the [Mk] of the object you own and the [Mk] you wish to [Augment] to. You may also use an existing object of the same name and equal to or higher [Mk]. Objects of a different name but same [Archetype] or [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 [Trade Goods] or other methods as [Appropriate], see Wuntch’s Whatever below for more.\\ | To begin [[:Game Mechanics:Definitions:Augmenting#Augmenting|Augmenting]] you must first obtain the raw materials and parts for the [[:Game Mechanics:Definitions:Augmenting#Augmenting|Augmentation]]. To do so you may pay a vendor the difference in <wrap preview>[[:Game Mechanics:Definitions:Value]]</wrap> between the <wrap preview>[[:Game Mechanics:Definitions:Mk]]</wrap> of the object you own and the <wrap preview>[[:Game Mechanics:Definitions:Mk]]</wrap> you wish to [[:Game Mechanics:Definitions:Augmenting#Augmenting|Augment]] to. You may also use an existing object of the same name and equal to or higher <wrap preview>[[:Game Mechanics:Definitions:Mk]]</wrap>. Objects of a different name but same [Archetype] or [Subtype] can be used but penalties may apply, see the table below. In exceptional circumstances a <wrap preview>[[:Character]]</wrap> may supplement or replace these raw materials entirely with [Trade Goods] or other methods as [Appropriate], see Wuntch’s Whatever below for more.\\ |
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| Once the raw materials have been obtained, you can begin applying the [Augment]. Applying an [Augment] takes time based on the nature of the object being [Augmented], the materials being used and the skill of the [Character] [Augmenting] it. When [Augmenting] an object you perform a [Ritual] of an [Appropriate] [Skill], [Severity] and [Interval], refer to the table below for examples. Once this [Ritual] is [Successful] the object is [Augmented] to the chosen [Mk].\\ | Once the raw materials have been obtained, you can begin applying the [[:Game Mechanics:Definitions:Augmenting#Augmenting|Augment]]. Applying an [[:Game Mechanics:Definitions:Augmenting#Augmenting|Augment]] takes time based on the nature of the object being [[:Game Mechanics:Definitions:Augmenting#Augmenting|Augmented]], the materials being used and the skill of the <wrap preview>[[:Character]]</wrap> [[:Game Mechanics:Definitions:Augmenting#Augmenting|Augmenting]] it. When [[:Game Mechanics:Definitions:Augmenting#Augmenting|Augmenting]] an object you perform a [Ritual] of an [Appropriate] <wrap preview>[[:Skills|Skill]]</wrap>, [Severity] and [Interval], refer to the table below for examples. Once this [Ritual] is <wrap preview>[[:Game_Mechanics:Success and Failure:Success|Successful]]</wrap> the object is [[:Game Mechanics:Definitions:Augmenting#Augmenting|Augmented]] to the chosen <wrap preview>[[:Game Mechanics:Definitions:Mk]]</wrap>.\\ |
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| Most [Characters] prefer to have a professional [Augment] their objects to avoid damaging them. Should a [Character] choose to have a professional perform the [Augment], they will charge an additional amount, between 5 to 20% of the [Value] of the materials, with the [Augment] being perfomed safely after an [Appropiate] amount of time, see the table below for suggested times.\\ | Most <wrap preview>[[:Character|Characters]]</wrap> prefer to have a professional [[:Game Mechanics:Definitions:Augmenting#Augmenting|Augment]] their objects to avoid damaging them. Should a <wrap preview>[[:Character]]</wrap> choose to have a professional perform the [[:Game Mechanics:Definitions:Augmenting#Augmenting|Augment]], they will charge an additional amount, between 5 to 20% of the <wrap preview>[[:Game Mechanics:Definitions:Value]]</wrap> of the materials, with the [[:Game Mechanics:Definitions:Augmenting#Augmenting|Augment]] being perfomed safely after an [Appropiate] amount of time, see the table below for suggested times.\\ |
| \\ | \\ |
| A [Character] may choose instead to perform an [Augment] themselves, when they do so it is always done under the effects of the [Dangerous] [Property]. This [Dangerous] [Property] has an [Effect] the [Players] deem [Appropriate] such as the destruction of the raw materials, destruction of the object itself or a permanent negative on the object such as a [malfunction]. Additional negative [Properties] will apply based on how the [Augmentation] is performed as [Appropriate]. See below for example [Properties] and why they may apply.\\ | A <wrap preview>[[:Character]]</wrap> may choose instead to perform an [[:Game Mechanics:Definitions:Augmenting#Augmenting|Augment]] themselves, when they do so it is always done under the effects of the <wrap preview>[[:Game Mechanics:Definitions:Property:Dangerous]]</wrap> <wrap preview>[[:Game Mechanics:Definitions:Property]]</wrap>. This <wrap preview>[[:Game Mechanics:Definitions:Property:Dangerous]]</wrap> <wrap preview>[[:Game Mechanics:Definitions:Property]]</wrap> has an [Effect] the [Players] deem [Appropriate] commonly a temporary <wrap preview>[[:Game Mechanics:Conditions|Condtion]]</wrap> that lasts until repaired, loss of the materials or in more extreme cases a long term <wrap preview>[[:Game Mechanics:Conditions|Condtion]]</wrap> or even destruction of the object. Additional negative <wrap preview>[[:Game Mechanics:Definitions:Property|Properties]]</wrap> will apply based on how the [[:Game Mechanics:Definitions:Augmenting#Augmenting|Augmentation]] is performed as [Appropriate]. See below for example <wrap preview>[[:Game Mechanics:Definitions:Property|Properties]]</wrap> and why they may apply.\\ |
| <WRAP group> | <WRAP group> |
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| ==== Timeline Examples ==== | ==== Timeline Examples ==== |
| <WRAP center> | <WRAP center> |
| |< - 20% 30% 50% >| | |< - 20% 15% 15% 50% >| |
| ^ Pro Timeline ^ Ritual Timeline ^ Type of Augment ^ | ^ Pro Timeline ^ Severity ^ Interval ^ Type of Augment ^ |
| | 2 - 4+ [Hours] | 50 - 75+/[Hourly] |[[:Game Mechanics:Definitions:Augmenting#Augmenting|Augmenting]] a hand held <wrap preview>[[:Items|Item]]</wrap> such as a <wrap preview>[[:Items:Equipment:Tools|Tool]]</wrap> or <wrap preview>[[:Items:Equipment:Fascinators|Fascinator]]</wrap>.| | | 2 - 4+ [Hours] | 50 - 75+ | [Hourly] |[[:Game Mechanics:Definitions:Augmenting#Augmenting|Augmenting]] a hand held <wrap preview>[[:Items|Item]]</wrap> such as a <wrap preview>[[:Items:Equipment:Tools|Tool]]</wrap> or <wrap preview>[[:Items:Equipment:Fascinators|Fascinator]]</wrap>.| |
| | 5 - 9+ [Hours] | 110 - 150+/[Hourly] |Replacing a <wrap preview>[[:Cyberware]]</wrap> limb such as an arm or leg.| | | 5 - 9+ [Hours] | 110 - 150+ | [Hourly] |Replacing a <wrap preview>[[:Cyberware]]</wrap> limb such as an arm or leg.| |
| | 1 - 3+ [Periods] | 50 - 75+/[Periodic] |[[:Game Mechanics:Definitions:Augmenting#Augmenting|Augmenting]] easily reached or replaced [Components] such as wheels and turrets. More advanced [[:Game Mechanics:Definitions:Augmenting#Augmentation|Augmentation]] on handheld items such as a <wrap preview>[[:Items:Equipment:Weapons|Weapon's]]</wrap> <wrap preview>[[:Game Mechanics:Definitions:Mk]]</wrap> being increased from 1 to 4| | | 1 - 3+ [Periods] | 50 - 75+ | [Periodic] |[[:Game Mechanics:Definitions:Augmenting#Augmenting|Augmenting]] easily reached or replaced [Components] such as wheels and turrets. More advanced [[:Game Mechanics:Definitions:Augmenting#Augmentation|Augmentation]] on handheld items such as a <wrap preview>[[:Items:Equipment:Weapons|Weapon's]]</wrap> <wrap preview>[[:Game Mechanics:Definitions:Mk]]</wrap> being increased from 1 to 4| |
| | 1 - 2+ [Cycles] | 150 - 200+/[Periodic] |[[:Game Mechanics:Definitions:Augmenting#Augmenting|Augmenting]] more central [Components] such as [Compartments] or large cargo bays.| | | 1 - 2+ [Cycles] | 150 - 200+ | [Periodic] |[[:Game Mechanics:Definitions:Augmenting#Augmenting|Augmenting]] more central [Components] such as [Compartments] or large cargo bays.| |
| </WRAP> | </WRAP> |
| | **Example**: Fhern the Fantastic has a <wrap preview>[[:Game Mechanics:Definitions:Mk|Mk.1]]</wrap> [[:Items:Equipment:Fascinators:Confetti Cannon]] and wants to [[:Game Mechanics:Definitions:Augmenting#Augmenting|Augment]] it to a <wrap preview>[[:Game Mechanics:Definitions:Mk|Mk.2]]</wrap>. Fhern goes to a vendor buying the materials and parts needed to perform the augment. Fhern pays the difference between the <wrap preview>[[:Game Mechanics:Definitions:Mk|Mk.2]]</wrap> [[:Items:Equipment:Fascinators:Confetti Cannon]] and the <wrap preview>[[:Game Mechanics:Definitions:Mk|Mk.1]]</wrap> which is 2,800c. Fhern requests the vendor perform the [[:Game Mechanics:Definitions:Augmenting#Augmenting|Augmentation]] and is charged 10% of the 2,800, an additional 280c. Fhern leaves their <wrap preview>[[:Game Mechanics:Definitions:Mk|Mk.1]]</wrap> [[:Items:Equipment:Fascinators:Confetti Cannon]] with the vendor, returning 3 [Hours] later to pickup their newly minted <wrap preview>[[:Game Mechanics:Definitions:Mk|Mk.2]]</wrap> [[:Items:Equipment:Fascinators:Confetti Cannon]].\\ |
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| | **Example 2**: Fhern takes the parts and materials and performs the [[:Game Mechanics:Definitions:Augmenting#Augmenting|Augment]] on their <wrap preview>[[:Game Mechanics:Definitions:Mk|Mk.1]]</wrap> [[:Items:Equipment:Fascinators:Confetti Cannon]] by themself instead. To do so they begin a [Tech] [Ritual] of [Severity] 65 with an [Hourly] [Interval] under the effects of the <wrap preview>[[:Game Mechanics:Definitions:Property:Dangerous]]</wrap> <wrap preview>[[:Game Mechanics:Definitions:Property]]</wrap>. The conditions in which Fhern is performing the [[:Game Mechanics:Definitions:Augmenting#Augmenting|Augment]] are not great as they are missing the correct tools and don't have a workshop to perform the [[:Game Mechanics:Definitions:Augmenting#Augmenting|Augment]] in. This means their [Ritual] will additionally be performed under the <wrap preview>[[:Game Mechanics:Definitions:Property:Disadvantage]]</wrap>, <wrap preview>[[:Traits:Fickle]]</wrap> and <wrap preview>[[:Traits:Unreliable]]</wrap> <wrap preview>[[:Game Mechanics:Definitions:Property|Properties]]</wrap>. The [Players] agree that performing the augment in these conditions is extremely dangerous and thus, the raw materials would be destroyed if the <wrap preview>[[:Game Mechanics:Definitions:Property:Dangerous]]</wrap> <wrap preview>[[:Game Mechanics:Definitions:Property]]</wrap> is triggered. |
| </WRAP> | </WRAP> |
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| <WRAP center 800px> | <WRAP center 800px> |
| |< - 40% 60% >| | |< - 40% 60% >| |
| ^ Property/s ^ Situation ^ | ^ Suggested Properties ^ Situation ^ |
| | [Disadvantage] |Using similar Objects through [Archetype] or [Subtype], [Trade Goods] or inappropiate materials to make up the [Value] needed to [Augment] | | | <wrap preview>[[:Game Mechanics:Definitions:Property:Disadvantage]]</wrap> or <wrap preview>[[:traits:Fickle]]</wrap> |Performing an [[:Game Mechanics:Definitions:Augmenting#Augmenting|Augmentation]] without the [Appropriate] tools.| |
| | [Disadvantage] |Swapping out [Cyberware] components in your home lab wihtout the proper tools| | | <wrap preview>[[:Game Mechanics:Definitions:Property:Disadvantage]]</wrap> or <wrap preview>[[:traits:Fickle]]</wrap> |Using [Trade Goods] or similar objects of a higher <wrap preview>[[:Game Mechanics:Definitions:Mk]]</wrap> to perform an [[:Game Mechanics:Definitions:Augmenting#Augmenting|Augment]] instead of bought parts or materials.| |
| | [Disadvantage], [Imperfection] | Using [Trade Goods] such as raw ore and loose wire [Augment] your ship's [Generator]| | | <wrap preview>[[:traits:Poor]]</wrap> or <wrap preview>[[:traits:Unreliable]]</wrap> |Performing an [[:Game Mechanics:Definitions:Augmenting#Augmenting|Augmentation]] without the [Appropriate] surroundings such as a workshop, operating room or dry dock.| |
| | [Disadvantage], [Fickle], [Unreliable] |Changing out the barrel, trigger or other component in a weapon without a workshop and the proper tools| | | <wrap preview>[[:traits:Poor]]</wrap> or <wrap preview>[[:traits:Unreliable]]</wrap> |Performing an [[:Game Mechanics:Definitions:Augmenting#Augmenting|Augmentation]] while in a high pressure situation.| |
| | [Disadvange], [Imperfection], [Troubles], [Poor] |Performing open heart surgery in a dirt trench with only sharpened scraps of metal for scalpels| | | <wrap preview>[[:Game Mechanics:Definitions:Property:Disadvantage]]</wrap> or <wrap preview>[[:traits:Fickle]]</wrap> and <wrap preview>[[:traits:Imploding]]</wrap> or <wrap preview>[[:traits:Troubles]]</wrap> |Performing an [[:Game Mechanics:Definitions:Augmenting#Augmenting|Augmentation]] while lacking the [Appropiate] tools and surroundings.| |
| | | <wrap preview>[[:traits:Poor]]</wrap> or <wrap preview>[[:traits:Unreliable]]</wrap> and <wrap preview>[[:traits:Imploding]]</wrap> or <wrap preview>[[:traits:Troubles]]</wrap> |Performing an [[:Game Mechanics:Definitions:Augmenting#Augmenting|Augmentation]] with [Trade Goods] in a high pressure situation.| |
| | | <wrap preview>[[:Game Mechanics:Definitions:Property:Disadvantage]]</wrap> <wrap preview>[[:traits:Imperfection]]</wrap> <wrap preview>[[:traits:Troubles]]</wrap> <wrap preview>[[:traits:Poor]]</wrap> |Performing a desperate [[:Game Mechanics:Definitions:Augmenting#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 [Upgrade] <wrap preview>[[:Game Mechanics:Definitions:Property|Properties]]</wrap> as [Appropriate]. || |
| </WRAP> | </WRAP> |
| </WRAP> | </WRAP> |
| </WRAP> | </WRAP> |
| \\ | |
| **Example**: Fhern the fantastic has a [Mk.1] [Confetti Cannon] and wants to [Augment] it to a [Mk.2]. Fhern goes to a vendor buying the materials and parts needed to perform the augment. Fhern pays the difference between the [Mk.2] [Confetti Cannon] and the [Mk.1] which is 2,800c. Fhern requests the vendor perform the [Augmentation] and is charged 10% of the 2,800, an additional 280c. Fhern leaves their [Mk.1][Conffetti Cannon] with the vendor, returning 3 [Hours] later to pickup their newly minted [Mk.2] [Confetti Cannon].\\ | |
| \\ | |
| **Example 2**: Fern takes the parts and materials and performs the [Augment] on their [Mk.1] [Confetti Cannon] by themself instead. To do so they begin a [Tech] [Ritual] of [Severity] 65 with an [Hourly] [Interval] under the effects of the [Dangerous] [Property]. The conditions in which Fhern is performing the [Augment] are not great as they are missing the correct tools and don't have a workshop to perform the [Augment] in. This means their [Ritual] will additionally be performed under the [Disadvantage], [Fickle] and [Unreliable] [Properties]. Should Fhern [Critically Fail], triggering the [Dangerous] [Property] their [Confetti Cannon] will be destroyed.\\ | |
| \\ | |
| <WRAP safety> | <WRAP safety> |
| //**Wuntch's Whatever**// \\ | //**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. It would be 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. | There's going to be many edge cases and ideas that players will come up with to facilitate [[:Game Mechanics:Definitions:Augmenting#Augmenting|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. |
| </WRAP> | </WRAP> |