Cypher Field - Augmentation
May 13, 2020 14:47:32 GMT -6
Post by Traskus on May 13, 2020 14:47:32 GMT -6
In order to purchase ranks in this cypher field, you must have at least one dot in tech use.
Augmentation 1
Easy Installation: Reduce the amount of days it takes for you to install a bionic by your intelligence to a minimum of one day.
Focus (Bionic): Use bionics in augmentation cyphers that don't specify a focus. If you're a Promethean, these cyphers apply to relevant body parts a bionic would be. Yes, a pyros reactor qualifies as a bionic heart. I've yet to figure out how darksteel gets in there so I’m pretty sure balance isn’t an issue here.
Focus (Bionic): Use bionics in augmentation cyphers that don't specify a focus. If you're a Promethean, these cyphers apply to relevant body parts a bionic would be. Yes, a pyros reactor qualifies as a bionic heart. I've yet to figure out how darksteel gets in there so I’m pretty sure balance isn’t an issue here.
Augmentation 2
AP Boost
Augmentation 2
Test: Tech Use + Constitution
TN: 20
Action: Half Action
Keywords: Combo-OK, Focus
Duration: (Level)/rounds
Focus: bionics
The engineer's bionics rearrange their chassis for maximum protection. The engineer gains additional ap equal to their tech use on each hit location with a bionic installed.
Cybernetic Calibrations
Augmentation 2
Test: Tech Use + Constitution
TN: Varies
Action: Half Action
Keywords: Combo-OK, Focus, Somatic, Subtle
Duration: (Intelligence) rounds
Focus: Bionics
The engineer extracts more juice from their bionic. This cypher has a TN to activate equal to the availability of the target bionic +5. One non-artifact bionic of the engineer's choice increases one step in quality, plus one step per two raises to activate to a maximum of best quality.
The engineer may affect more of their non-artifact bionics by taking a check per extra bionic they wish to affect before rolling, but the TN is determined by the rarest bionic.
Enhanced Grip
Augmentation 2
Test: Tech Use + Constitution
TN: 20
Action: Half Action
Keywords: Combo-OK, Focus, Touch
Duration: one scene
Focus: A bionic
The engineer tightens their grip. If the target bionic is an arm or arms, the target has a +2k0 to disarm and resist disarmament with said arm/s. If the target is locomotion, the target has a +2k0 to bull rush, knock down, and resist bull rushes.
Augmentation 2
Test: Tech Use + Constitution
TN: 20
Action: Half Action
Keywords: Combo-OK, Focus
Duration: (Level)/rounds
Focus: bionics
The engineer's bionics rearrange their chassis for maximum protection. The engineer gains additional ap equal to their tech use on each hit location with a bionic installed.
Cybernetic Calibrations
Augmentation 2
Test: Tech Use + Constitution
TN: Varies
Action: Half Action
Keywords: Combo-OK, Focus, Somatic, Subtle
Duration: (Intelligence) rounds
Focus: Bionics
The engineer extracts more juice from their bionic. This cypher has a TN to activate equal to the availability of the target bionic +5. One non-artifact bionic of the engineer's choice increases one step in quality, plus one step per two raises to activate to a maximum of best quality.
The engineer may affect more of their non-artifact bionics by taking a check per extra bionic they wish to affect before rolling, but the TN is determined by the rarest bionic.
Enhanced Grip
Augmentation 2
Test: Tech Use + Constitution
TN: 20
Action: Half Action
Keywords: Combo-OK, Focus, Touch
Duration: one scene
Focus: A bionic
The engineer tightens their grip. If the target bionic is an arm or arms, the target has a +2k0 to disarm and resist disarmament with said arm/s. If the target is locomotion, the target has a +2k0 to bull rush, knock down, and resist bull rushes.
Augmentation 3
Detachment
Augmentation 3
Test: Tech Use + Constitution
TN: 25
Action: Half Action
Keywords: Combo-OK, Focus, Somatic
Duration: Concentration (Full Action)
Focus: A bionic
The engineer detaches a bionic limb (arm, leg, etc.) that gains autonomous locomotion. It is capable of all sensation and acts under the engineer’s control, but cannot communicate verbally (unless it can). It cannot attack or wear armor. It has the engineer’s stats, ⅕ their size (min. 1), and the engineer loses that body part until it returns or it’s destroyed and they replace it. Ending the cypher makes the limb useless until it is activated again or reattached.
Leg Extension
Augmentation 3
Test: Tech Use + Constitution
TN: 25
Action: Half Action
Keywords: Combo-OK, Focus, Somatic
Duration: three rounds
Focus: Bionic locomotion
The engineer's bionic locomotion stretches to make themselves taller. The engineer becomes a number of meters taller equal to their tech use/2 + 1. Jump and leap tests they make gain a static bonus equal to your dots in acrobatics.
Stretchy Arm and Extendo-Finger
Augmentation 3
Test: Tech Use + Constitution
TN: 25
Action: Half Action
Keywords: Combo-OK, Focus, Somatic
Duration: three rounds
Focus: Bionic arm
A favorite of mechanics but looked down upon by Prometheans the Wheel-over. The engineer's bionic arm/s may stretch a number of meters equal to their athletics/2 +1. They may make simple manipulations this way such as throwing switches or pushing buttons, but not wield a weapon. They also travel their full speed when climbing.
Augmentation 3
Test: Tech Use + Constitution
TN: 25
Action: Half Action
Keywords: Combo-OK, Focus, Somatic
Duration: Concentration (Full Action)
Focus: A bionic
The engineer detaches a bionic limb (arm, leg, etc.) that gains autonomous locomotion. It is capable of all sensation and acts under the engineer’s control, but cannot communicate verbally (unless it can). It cannot attack or wear armor. It has the engineer’s stats, ⅕ their size (min. 1), and the engineer loses that body part until it returns or it’s destroyed and they replace it. Ending the cypher makes the limb useless until it is activated again or reattached.
Leg Extension
Augmentation 3
Test: Tech Use + Constitution
TN: 25
Action: Half Action
Keywords: Combo-OK, Focus, Somatic
Duration: three rounds
Focus: Bionic locomotion
The engineer's bionic locomotion stretches to make themselves taller. The engineer becomes a number of meters taller equal to their tech use/2 + 1. Jump and leap tests they make gain a static bonus equal to your dots in acrobatics.
Stretchy Arm and Extendo-Finger
Augmentation 3
Test: Tech Use + Constitution
TN: 25
Action: Half Action
Keywords: Combo-OK, Focus, Somatic
Duration: three rounds
Focus: Bionic arm
A favorite of mechanics but looked down upon by Prometheans the Wheel-over. The engineer's bionic arm/s may stretch a number of meters equal to their athletics/2 +1. They may make simple manipulations this way such as throwing switches or pushing buttons, but not wield a weapon. They also travel their full speed when climbing.
Augmentation 4
Electrical Succour
Augmentation 4
Test: Tech Use + Constitution
TN: 30
Action: Full Action
Keywords: Fieldcraft, Touch
Duration: Instant
The engineer draws power from a nearby power source to reinvigorate themselves over the course of a minute. The engineer must be within 3m of a functioning machine or fully charged battery. The engineer loses levels of fatigue. Small items - weapon power packs and such - restore one level of fatigue. Vehicles and such restore two levels, and larger things like taking from a power plant restore three or more levels of fatigue as decided by the SM.
Integrate Gear
Augmentation 4
Test: Tech Use + Constitution
TN: 30
Action: Full Action
Keywords: Fieldcraft, Focus, Material, Touch
Duration: Permanent
Focus: A medkit
Material: The item to be installed
Engineers love jam-packing stuff into bionics but can never get past one at a time. The engineer may install bionic body parts with an item similar to how the implanted equipment bionic works. You may select a different option for each part (head, body, each arm, locomotion), but you must have the item to integrate and may only have one implanted equipment bionic per body part. This takes the same amount of time and is as dangerous as installing the bionic in the first place. When the cypher is finished the material is not destroyed, but installed in the target.
Overload
Augmentation 4
Test: Tech Use + Constitution
TN: 30
Action: Half Action
Keywords: Attack, Ranged Touch, Somatic
Duration: instant
Sparks like to overload their tech and sometimes it hurts the wiring. Shoots a cool laser, though. Make a ranged attack with a 50m range. It deals 5k3 E damage.
Augmentation 4
Test: Tech Use + Constitution
TN: 30
Action: Full Action
Keywords: Fieldcraft, Touch
Duration: Instant
The engineer draws power from a nearby power source to reinvigorate themselves over the course of a minute. The engineer must be within 3m of a functioning machine or fully charged battery. The engineer loses levels of fatigue. Small items - weapon power packs and such - restore one level of fatigue. Vehicles and such restore two levels, and larger things like taking from a power plant restore three or more levels of fatigue as decided by the SM.
Integrate Gear
Augmentation 4
Test: Tech Use + Constitution
TN: 30
Action: Full Action
Keywords: Fieldcraft, Focus, Material, Touch
Duration: Permanent
Focus: A medkit
Material: The item to be installed
Engineers love jam-packing stuff into bionics but can never get past one at a time. The engineer may install bionic body parts with an item similar to how the implanted equipment bionic works. You may select a different option for each part (head, body, each arm, locomotion), but you must have the item to integrate and may only have one implanted equipment bionic per body part. This takes the same amount of time and is as dangerous as installing the bionic in the first place. When the cypher is finished the material is not destroyed, but installed in the target.
Overload
Augmentation 4
Test: Tech Use + Constitution
TN: 30
Action: Half Action
Keywords: Attack, Ranged Touch, Somatic
Duration: instant
Sparks like to overload their tech and sometimes it hurts the wiring. Shoots a cool laser, though. Make a ranged attack with a 50m range. It deals 5k3 E damage.
Augmentation 5
Iron Within, Iron Without: You are now more machine than whatever you were before. Shame you don't get the trait. You may be healed with crafts and tech use in the same manner as medicae. In addition, all your poor and normal quality bionics increase in quality by one step.
No, Prometheans. You actually need bionics this time.
Anima Aura
Augmentation 5
Test: Tech Use + Constitution
TN: 35
Action: Half Action
Keywords: Combo-OK, Somatic
Duration: 1d10+Constitution rounds
The engineer has discovered why the flesh is indeed weak. Generate an energy field that keeps the rest of you together. Gain the Stuff of Nightmares trait while this cypher is active.
No, Prometheans. You actually need bionics this time.
Anima Aura
Augmentation 5
Test: Tech Use + Constitution
TN: 35
Action: Half Action
Keywords: Combo-OK, Somatic
Duration: 1d10+Constitution rounds
The engineer has discovered why the flesh is indeed weak. Generate an energy field that keeps the rest of you together. Gain the Stuff of Nightmares trait while this cypher is active.