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Augmenting

Augmenting refers to the act of raising the Mk of an Item, [Component], Cyberware, [Mod] or other object that you already own.

You can Augment an Item, [Component], Cyberware or [Mod] at any vendor that sells the original object, as [Appropriate]. When doing so, you pay the difference in Value of the two Mk's of the object. This difference may be modified by bartering and [Negotiation], as [Appropriate].

Example 1: To Augment a Mk.1 Confetti Cannon to a Mk.2 Confetti Cannon. First you would subtract the Value of the Mk.1 Confetti Cannon, which is 400c, from the value of the Mk.2 Confetti Cannon, which is 3,200c. This would give you a total of 2,800c which is the cost you would pay to Augment a Mk.1 Confetti Cannon to a Mk.2 Confetti Cannon. Furthermore it would take 3 [Hours] to have the Augment applied.

Example 2: Pagliacci Pete has done the previous example and knows it would take 2,800c to Augment his Mk.1 Confetti Cannon to a Mk.2 Confetti Cannon. Pete decides he wants to get a better deal. Pete [Negotiates] with the vendor to lower the price for their services and is Successful. The vendor offers a 10% discount, reducing the cost of the Augment to 2,520c. Pete pays and hands his Mk.1 Confetti Cannon to the vendor to be Augmented to a Mk.2 Confetti Cannon over the next 3 [Hours].

Augmenting takes an amount of [Game Time] based on the situation and objects being Augmented as [Appropriate]. Given the context dependent nature of Augmenting it is advised to offer timelines and markups representitive of the time and expertise taken to perform the task. Below are some examples to use as guidelines:

Suggested timeline Suggested markup Type of Augment
2 - 4+ [Hours] ~110% of [Augment] cost Augmenting a hand held Item such as a Tool or Fascinator.
5 - 9+ [Hours] ~110% of [Augment] cost Replacing a Cyberware limb such as an arm or leg.
1 - 3+ [Periods] ~110% of [Augment] cost Augmenting easily reached or replaced [Components] such as wheels and turrets. More advanced Augmentation on handheld items such as a Weapon's Mk being increased from 1 to 4
1 - 2+ [Cycles] ~110% of [Augment] cost Augmenting more central [Components] such as [Compartments] or large cargo bays.


[Players] may wish to perform an [Augmentation] themselves to avoid fees and possibly do so faster. To begin performing an [Augmentation] a [Character] must purchase an augmentation kit from a vendor. The [Value] of this kit is the same as the base [Augmentation] cost. Alternatively [Appropiate] [Trade Goods] of the correct [Value] can be used instead. Once a kit or [Trade Goods] have been acquired the [Character] can then perform a [Tech] or [Nature] [Ritual], whichever is most [Appropriate], of a recommended [Severity] and [Interval]. If the [Ritual] is [Successful] the [Augment] is complete. See the table below for some examples to use as guidelines.

Suggested timeline Type of Augment
[Tech]; 50 - 75+/[Hourly] Augmenting a hand held Item such as a Tool or Fascinator.
[Nature]; 110 - 150+/[Hourly] Replacing a Cyberware limb such as an arm or leg.
[Tech]; 50 - 75+/[Periodic] Augmenting easily reached or replaced [Components] such as wheels and turrets. More advanced Augmentation on handheld items such as a Weapon's Mk being increased from 1 to 4.
[Tech]; 150 - 200+/[Periodic] Augmenting more central [Components] such as [Compartments] or large cargo bays.


Example 1: Jenny the [Gnome] is going to augment her [Mk.1] [Mobility Thrusters] [Cyberware] to [Mk.2]. She first purchases an augment kit from a [Cyberware] vendor for 105,000 [Credits]. Jenny returns home and begins a [Nature] [Ritual] with a severity of 135 and an [Hourly] [Interval].

A [Character] performing an [Augmentation] [Ritual] does so under the effects of the [Dangerous] [Property]. When [Dangerous] is triggered during an [Augmentation] [Ritual], in addition to the [Ritual] failing, the object being [Augmented] ceases to function. The object remains disfunctional until it is [Successfully] [Augmented]. This can be accomplished by either attempting the [Ritual] again or paying a vendors fee to have them finish the process.

In Addition to [Dangerous], the following situational [Properties] are applied based on how well equipped the [Character] is for the [Augmentation]:

  • Performing an [Augmentation] while lacking the [Appropriate] tools is done under the effects of the [Disadvantage] [Property].
  • Performing an [Augmentation] in a space that is not designed for the task is done under the effects of the [Fickle] [Property].

Example: [Augmenting] a wheel based component would require impact drivers or wheel jacks to remove and attach the different [mks] of wheels. doing so with just your hands or pliers would would not suffice.
Example: Bonding [Cyberware] to flesh would require a clean or sterile environment with access to good lighting and bedding, such as an operating theatre or chop-docs store. laying on the dining table in your ships common area is likely to lead to complications.

The [Dangerous] [Property] and the above situational [Properties] may be mitigated through the use of [Masteries] such as [Mechanics] and [Fabrication], purchasing the [Appropriate] [Tools] and creating workshop spaces.

Example 2: Jenny the [Gnome] has prepared a bag of surgeons tools to assist in [Augmenting] her [Cyberware] to [mk.2]. This means her [Nature] [Ritual] will not be under the effects of the [Disadvantage] [Property]. Unfortunately Jenny is cyber-surgery at home, lacking proper lighting and a sterile environment, so will be under the effects of the [Fickle] [Property]. Jenny makes it halfway through the [Ritual] until she [Critically Fails] a [Check]. She accepts the [Result] and the [Dangerous] [Property] results in Jenny's [Mobility Thrusters] being disabled. Deciding she needs her [Cyberware] functional Jenny heads to a chop-doc. Paying 10% of her [Augment] cost Jenny has the chop-doc perform the [Augmentation] over the next 6 [hours].

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