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Common Augments

From Discovered

Augments are people who have altered themselves significantly from baseline for their species, or the specific alterations they have made to their bodies and minds. The most common augments are mechanical/cybernetic, neural, genetic, or chemical. Augments begin with 24R for approaches and abilities, 4R of normal Refresh, and 4L for their Unstable Augment limitation (28R/4L). They can take up to 44R/20L. This kind of min/max character is likely to be very fragile.

Title: Imact to Approaches, Abilities, or Resilience. Description. Cost if applicable.

In general, an augment provides

  • a temporary +2 to an approach under specific circumstances (e.g., a Stunt),
  • a permanent +1 to an approach,
  • 1 additional stress or consequence slot,
  • 2 additional points to a stress or consequence pool,
  • 1 point of Damage Resistance to something specific, or
  • 1 point of Healing Factor.

Some augments relatively common, and are described here, to be easy to a character sheet.

Enhanced Senses

Choose 2 for 1R. This augment can be taken up to 3 times for a given sense. The actual text of the enhancement can be altered to better fit the character. Like any stunt, the enhancement has to help the character Attack, Defence, Overcome, or Create an Advantage. If several sensory enhancements have the same purpose - to detect deception, for example - the bonuses can be stacked into a single roll. Syd has enhanced vision, hearing, and chemosenses that are all honed to detecting deception, so if he can see, hear, and smell/taste a person all at once, his roll to Cleverly Overcome Deception is made with an extra +3.

'''Enhanced Vision''': +1 to [approach] see something tiny, obscured, subtle, or distant with my amazingly sharp sight - even in dim light. (Overcome);
'''Enhanced Hearing''': +1 to [approach] hear something quiet with my amazingly sharp ears - even in noisy environments. (Overcome);
'''Enhanced Chemosenses''': +1 to [approach] detect, analyze, identify, and even track a scent or taste using my incredible tongue and nose. (Overcome);
'''Enhanced Kinesthetics''': +1 to [approach] move with amazing precision because of my amazing body awarenesss balance, and sensitive sense of touch.(Overcome);

Resilience

The capacity to absorb physical damage and recover from it. Augments need to justify the number of stress and consequence slots they have if they differ from baseline human (3 Physical Stress, 3 Mental Stress, 3 Consequence (2, 4, 6). The broad template for these augments is below.

'''Damage Resistance''': +1DR to defend against [attack type] due to [augmentation].;
The attack type usually refers to the way damage is done, such as kinetic (usually projectiles), piercing, crushing, heat, radiation, etc. The cost of +1DR vs Physical Stress is 10R.
'''Healing Factor''': +1HF {{:Healing Factor}};
'''Mental Stress Pool''': Instead of slots to absorb stress, the character has a pool of stress that can be drawn down. Adding 2 points to a stress pool costs 1R.;
Melded minds and Teams may use a Stress Pool instead of slots, but this augment is rarely used, since a 'character' is usually a single consciousness.
'''Physical Stress Pool''': Instead of slots to absorb stress, the character has a pool of stress that can be drawn down. Adding 2 points to a stress pool costs 1R. Often used for multi-body sophants ([[plurals]]).;
'''Consequence Pool''': Instead of slots to handle consequences the character has a pool of points that can be drawn down. Adding 2 points to a consequence pool costs 1R. Often used for multi-body sophants ([[plurals]]).;

Neural Lace

A neural lace is a mesh of tiny wires surrounding and permeating the brain. An ideal neural lace has a resolution of at least 1 sensor/stimulator to one neuron (1:1). The lace is controlled by a bonded AI, which translates the human's neural activity into standard APIs and protocols. These are available to authorized Assistant AIs that provide a consciously accessed interface to the capabilities of the lace. Laces are generally considered augments, but some components (the Assistant AI, for example) may be better described as Stuff. There are many kinds of lace, each with a different set of pros and cons, including costs and risks. For details on the many options for neural laces visit the main lace page.

Integrated Augmented Reality Interface

AR refers to a wide range of ubiquitous technologies that superimpose information on meatspace, blending the real world with a virtual world. Characters with implanted AR tech are considered Augments. If something happens in augmented reality (IAR) the consequences could be felt IRL, IVR, or both. AR interfaces may be worn externally, or implanted internally. The deeper the integration of the device and the human the more effective it is.

Augmented Reality can refer to tech as simple as a Heads Up Display (HUD) or teleprompter, or as immersive as a complete virtual reality envionrmnent. AR overlays can be generated reliably for sight, hearing, and many elements of touch using compact portable devices (AR glasses and gloves). Force feedback and other physically intimate experiences require specialized equipment built into AR/VR environments.

Almost everyone uses some form of AR all the time. The most common use is a contextually relevant and unobtrusive information overlay that assists a person through their day, providing reminders of events, names, and directions. AR is also the most common form of telepresence, where te AR glasses continuously scan the caller's face and body to provide a real-time 3D view to the other people on the call. Almost everyone has one or two AR interfaces that they wear or use every day. Glasses are the most common form factor, but contacts are also available for a higher price. Implants are too expensive for most people, but are available. Neural lacees are the ultimate AR and VR device. These devices do everything you do on a phone or computer or tablet now, but without any of those big bulky devices. To make a phone call you can make a gesture to have your contacts appear in front of you or just say "Call Julian" and nod to confirm the action. Don't speak the language? Real time translations are very good - good enough for most situations. These interactions are less obtrusive and distracting than pulling out a phone to look something up. Also, immersive gaming? Seeing the MRI superimposed on the patient? Controlling a robot or drone as if you're in the thing? Easy.

AR can be much more sophisticated, as found in the DreamPark facilities and some work environments (e.g. PAIL-VAIL). All AR environments have real physical existence (meatspace, In Real Life, or IRL), coupled with computer generated augmentations. IAR is distinct from In Virtual Reality (IVR) because the virtual is mixed with the real. AR environments can cause physical stress or mental stress. Interactions usually use a metaphorical programming interface for the virtual effects, but specialized task-dependent interfaces are also common.

No matter the monetary cost noted of a device, if your character can dedicate the appropriate refresh to it, they can own it - or at least have ready access to it. If your character is impoverished but has an advanced integrated AR installed you will need to justify that oddity with an aspect and some supporting backstory.

External AR Devices

These descriptions can be copied directly into the Stuff section of a character sheet.

AR Glasses

AR Glasses (0R) {0R/0L}: This is the cheapest option for audio and video augmented reality. These are ubiquitous and free. They cannot fully isolate a person into a full VR environment, but provide a serviceable audio/visual interface into AR and VR gestalts by tracking the wearer's body position and local environment.

AR Contacts, Inphones, and Haptic Rings

AR Contacts, Inphones, and Haptic Rings (0R) {0R/0L}: Unobtrusive and inexpensive, this hardware can be worn for extended periods. These are the most common personally purchased AR interface tech. Inphones are thin rings of fabric that sit inside the ear canal, producing high quality augmented sound. This setup cannot fully isolate a person into a full VR environment, but provide a serviceable audio/visual interface into AR and VR gestalts by tracking the wearer's body position and local environment.

AR Haptic Suit (Basic)

AR Haptic Suit (Basic) (2R) {8R/6L}: This skinsuit is bulky, obvious, and provides full-body touch and force feedback sensation to the wearer. It is worn by the user, allowing the wearer to interact with the real world and virtual world. Even cheap versions are expensive, but affordable to most middle-income people. Made of artificial muscles, sensors, and haptic sensation generators, basic models don't handle excretion or sex. Can be worn for up to 6h without side effects. It can isolate a person into a full VR environment with audio, visual, and haptic experiences.

  • Enhanced Script Kiddie {2R}: +1 to [choose 1 approach] using prefab scripts.
  • Enhanced Metamancer {4R}: +2 to [choose up to 2 approaches] when manipulating the gestalt.
  • Enhanced Hacker {2R}: +1 to [choose 1 approach] when hacking.
  • Cost {6L}: This is a very expensive machine that causes 6FS to pay for. If this stress is taken as a consequence use '''Significant Debt''': Unless a [[HF]] is active, paying off this debt must include in game narrative action.

AR Haptic Suit (Advanced)

AR Haptic Suit (Advanced) (2R) {10R/8L}: This skinsuit is sleek enough to be worn under normal clothes and may not be noticed until the head is enveloped. It provides full-body touch and force feedback sensation to the wearer. It is worn by the user, allowing the wearer to interact with the real world and virtual world. Advanced AR suits are expensive, requiring some wealth or serious savings, like a luxury car. Made of artificial muscles, sensors, and haptic sensation generators, advanced models can handle eating, excretion and sex. They can be worn for 24h without side effects. It can isolate a person into a full VR environment with audio, visual, and haptic experiences. +1 to actions in AR and VR.

  • Enhanced Script Kiddie {2R}: +1 to [choose 1 approach] using prefab scripts.
  • Enhanced Metamancer {6R}: +1 to [choose up to 3 approaches] when manipulating the gestalt.
  • Enhanced Hacker {2R}: +1 to [choose 1 approach] when hacking.
  • Cost {8L}: This is a very expensive machine that causes 8FS to pay for. If this stress is taken as a consequence use '''Significant Debt''': Unless a [[HF]] is active, paying off this debt must include in game narrative action.

VR Rig (Basic)

VR Rig (Basic) (0R) {8R/8L}: A large spherical unit that the person climbs inside, wearing an integrated haptic suit. Major joints are connected to the exterior of the sphere by wires. It is possible to get tangled, but the motors are not powerful enough to do serious injury. The sphere has 3 degrees of rotational freedom and 3 degrees translational freedom. These large devices are expensive, but provide an intimate connection to virtual spaces. Usually owned by millionaires, governments, corporations, or rented by individuals. It can can handle excretion and sex, and can be inhabited for up to 24h without side effects.

  • No AR or IRL interaction {4L}: The operator is vulnerable to attacks on their person, having no awareness of the real world around them while IVR. (Common, Damaging)
  • Enhanced Script Kiddie {2R}: +1 to all [choose 1 approach] actions when using prefab scripts.
  • Enhanced Metamancer {4R}: +1 to all [choose up to 2 approaches] actions when manipulating the gestalt.
  • Enhanced Hacker {2R}: +1 to all [choose 1 approach] actions when hacking.
  • Cost {4L}: This is an expensive machine that causes 4FS to pay for. If this stress is taken as a consequence use '''Significant Debt''': Unless a [[HF]] is active, paying off this debt must include in game narrative action.

VR Rig (Advanced)

VR Rig (Advanced) (2R) {10R/8L}: A small spherical unit that the person climbs inside, wearing an integrated powered exoskeletal haptic suit. These devices are very expensive, and are usually owned only by multimillionaires, governments, MNCs, or rented at absurd rates by individuals. They provide an incredibly intimate connection to virtual spaces. The sphere has 3 degrees of rotational freedom and 3 degrees translational freedom. Includes waste management, ongoing synthesis of basic foods, and even, in-suit water cleansing (it can simulate swimming and produce actual wetness). It can be inhabited indefinitely without side effects.

  • No AR or IRL interaction {4L}: The operator is vulnerable to attacks on their person, having no awareness of the real world around them while IVR. (Common, Damaging)
  • Enhanced Script Kiddie {2R}: +1 to all [choose 1 approach] actions when using prefab scripts.
  • Enhanced Metamancer {6R}: +1 to all [choose up to 3 approaches] actions when manipulating the gestalt.
  • Enhanced Hacker {2R}: +1 to all [choose 1 approach] actions when hacking.
  • Cost {4L}: This is a relatively simple procedure that causes 4FS to pay for. If this stress is taken as a consequence use '''Significant Debt''': Unless a [[HF]] is active, paying off this debt must include in game narrative action.

Internal AR Devices

There are a few options. In general, bionic sensory organs can have AR functions added to them.

Implanted AR Interface (A/V)

Implanted AR Interface (A/V) (2R) {4R/2L}: This augment provides a realistic AR/VR sensorium with sight and sound. Nerves sending signals into the brain from the eyes and ears are wrapped in sensory induction coils. Note: Limitation costs must be paid even though it does not accrue to the character refresh calculations.

  • EM Shielding: Baseline interfaces are shielded against ambient EM interference. Damage Resistance vs EM assaults is purchased normally.
  • Cost {2L}: This is a relatively simple procedure that causes 2FS to pay for. If this stress is taken as a consequence use Significant Debt: Unless a HF is active, paying off this debt must include in game narrative action.
  • Metamancy Bonus {2R}: Dedicate +1 to 1 approach when using metamancy (e.g., +1Sneaky, or +1Flashy). Metamantic actions may have indirect physical effects (a separate roll), but can not directly cause physical stress or consequences associated with physical stress.
  • Hacker Bonus {2R}: Dedicate +1 to 1 approach when Hacking (e.g., +1Sneaky, or +1Flashy).

Implanted AR Interface (A/V/H)

Implanted AR Interface (A/V/H) (4R) {8R/4L}: This augment provides a realistic and immersive AR/VR sensorium including sight, sound, and bodily sensations. Nerves sending signals into the brain from the eyes, ears, and spine are wrapped in sensory induction coils. Note: limitation costs must be paid even though it does not accrue to the character refresh calculations.

  • EM Shielding: Baseline interfaces are shielded against ambient EM interference. Damage Resistance vs EM assaults is purchased normally.
  • Cost {4L}: This is a complex and expensive procedure that causes 4FS to pay for. If this stress is taken as a consequence use Significant Debt: Unless a HF is active, paying off this debt must include in game narrative action.
  • Metamancy Bonus {4R}: Dedicate +1 to up to 2 approaches when using metamancy (e.g., +2Quick +1Forceful +1Flashy, or +4Quick, or +2Forceful +2Flashy). Metamantic actions may have indirect physical effects (a separate roll), but can not directly cause physical stress or consequences associated with physical stress.
  • Hacker Bonus {4R}: +2 when [approachily] Hacking (attack, defend, overcome, or aspect).

Implanted AR Interface (Full Sensorium)

Implanted AR Interface (Full Sensorium) (4R) {10R/6L}: This augment provides a very realistic and immersive AR/VR sensorium. All nerves sending signals into the brain are wrapped in sensory induction coils. Note: limitation costs must be paid even though it does not accrue to the character refresh calculations.

  • EM Shielding: Baseline interfaces are shielded against ambient EM interference. Damage Resistance vs EM assaults is purchased normally.
  • Cost {6L}: This is a complex and very expensive procedure that causes 6FS to pay for. If this stress is taken as a consequence use Significant Debt: Unless a HF is active, paying off this debt must include in game narrative action.
  • Metamancy Bonus {6R}: Dedicate +1 to up to 3 approaches when using metamancy (e.g., +2Quick +1Forceful +1Flashy, or +4Quick, or +2Forceful +2Flashy). Metamantic actions may have indirect physical effects (a separate roll), but can not directly cause physical stress or consequences associated with physical stress.
  • Hacker Bonus {4R}: +2 when [approachily] Hacking (attack, defend, overcome, or aspect).

Implanted AR Interface (Chemically Enhanced Full Sensorium)

Implanted AR Interface (Chemically Enhanced Full Sensorium) (4R) {12R/8L}: This augment provides the most realistic and immersive AR/VR sensorium possible. All nerves sending signals into the brain are wrapped in sensory induction coils. In addition, hormone and neurotransmitter synthesizers are installed, along with refillable neuroactive drug dispensing modules. Note: limitation costs must be paid even though it does not accrue to the character refresh calculations.

  • EM Shielding: Baseline interfaces are shielded against ambient EM interference. Damage Resistance vs EM assaults is purchased normally.
  • Cost {8L}: This is a complex and hugely expensive procedure that causes 8FS to pay for. If this stress is taken as a consequence use Significant Debt: Unless a HF is active, paying off this debt must include in game narrative action.
  • Metamancy Bonus {8R}: Dedicate +1 to up to 4 approaches when using metamancy (e.g., +2Quick +1Forceful +1Flashy, or +4Quick, or +2Forceful +2Flashy). Metamantic actions may have indirect physical effects (a separate roll), but can not directly cause physical stress or consequences associated with physical stress.
  • Hacker Bonus {4R}: +2 when [approachily] Hacking (attack, defend, overcome, or aspect).