[H1]Augmentations: Cybernetics, Mutations, and Old Tech
Each augmentation is defined by a number of factors, which are defined in its statistics as outlined below.
Cost: The number of augmentation points (ap) required to purchase the augmentation.
Type: Augmentations may come from a number of different sources, which define how a character access them.
Cybernetics: The augmentation is a piece of technology integral to the character, either surgically implanted or developed as a result of nanotechnology.
Mutation: The augmentation is an innate biological ability of the character, but it not a normal feature developed through natural evolution. It may be a mutation the character was born with, or something that developed as a result of exposure to a mutagen.
Old Tech: The
augmentation is part of a piece of equipment from the Old World, which may require constant maintenance and a knowledgeable operator
Visibility: How readily apparent the augmentation is.
Obvious: The
augmentation (though not necessarily its exact function) is obvious at a
glance.
Concealed: The augmentation has some
signs of its existence, but requires a DC 20 Perception check to notice before
it is used. Most concealed augmentations are obvious when put to use.
Hidden: The augmentation has no clear outward telltale signs, and is difficult to spot even when used. Recognizing that a character has this augmentation requires a DC 25 Perception check, which may only be made if the character is closely examined or the augmentation is used.
Prerequisites: Some augmentations can only be taken by characters that meet certain prerequisites, in which case they are listed here. Most often a creature’s type determines what augmentations it can take.
Effect: This defines the abilities granted by the augmentation.
Advancement: Some augmentations can be made more potent by spending additional ap. An advancement cannot be taken more than once unless it specifically says so.
Bite, Primary (Ex)
Cost: 1 ap
Type: cybernetic, mutation
Visibility: Obvious
Prerequisites: Any non-humanoid
Effect: The character’s maw is full of razor-sharp teeth, giving it a bite attack. This attack is a primary attack. The bite deals 1d6 points of damage (1d4 if Small, 1d8 if Large, 2d6 if Huge).
Advancement: For
+1 ap the character can deal 1-1/2 times its Strength modifier on damage rolls
made with its bite.
Advancement: For +2 ap the character
deals bite damage as if it was one size category larger. This advancement may
be taken more than once.
Bite, Secondary (Ex)
Cost: 1 ap
Type: cybernetic, mutation
Visibility: Concealed
Effect: The character’s
teeth are unusually strong and sharp, giving it a bite attack. This attack is a
secondary attack. The bite deals 1d4 points of damage (1d3 if Small, 1d6 if
Large, 1d8 if Huge). A character cannot have both a primary and a secondary bite attack.
Claws (Ex)
Cost: 1 mp
Type: cybernetic, mutation, old tech
Visibility: Concealed
Prerequisites: Limbs
Effect: A character with this augmentation can extend a pair of vicious claws at the end of its limbs, giving it two claw attacks. These attacks are primary attacks. The claws deal 1d4 points of damage (1d3 if small, 1d6 if Large, 1d8 if Huge). A limb used for a claw attack cannot be used for anything else (such as holding a weapon, shield, or equipment) in the same round.
The character must have the limbs evolution to take this evolution.
Advancement: For +2 ap the characters claws become amazingly strong and sharp. The character gains a +1 enhancement bonus to attack and damage rolls made with claws. This advancement may be taken more than once.