ABCDE
1
Functional Parts
2
Fixed Augments have a static price and buying a better version requires the uninstalling of the previous one.
3
Scalable Augments have different tiers for the same effect, and so can be upgraded only giving points to the Effect, without need of removal of the previous version.
4
Augments aren’t stackable with themselves unless they have the Repeatable tag.
5
Modified Augments counts as A SEPARATE augment to their base Augment
6
TagsEffect NameCostBuyableEffect
7
Movement Functional Parts
8
EMAs
9
[CR]
[MOVE]
[UQ]
Extra Movement Augments2, 4, 6Scalable, RepeatableExtra Movement Augments (EMA) interact with the Movement Action, expanding the options available to the user.

Every 2 points invested into EMA total, grants +1 SQR of movement.
There are 3 thresholds for EMA that allow for different effects to be selected.

2 Points: 1 effect from the Meager Effects list.
4 Points: 1 effect from the Minor Effects list.
6 Points: 1 effect from the Major Effects list.

For EMA effects that have N amounts (such as Integrated Boosters), the N is variable from 1 to the stated Max amount. It is not fixed on Effect Selection.
10
[CR]
[MOVE]
[SOT]
Integrated Boosters [Meager]2On your turn, you can spend 3N Charge to gain N movement (Max. 3 SQR).
11
[CR]
[MOVE]
[AC]
Water Running [Meager]2When using the Dash Action you can run across water. If you end your movement on top of water you do not immediately fall in. If you are hit by an attack or do not take the Dash action on your following turn, you fall into the water and begin swimming immediately before all other actions.
12
[CR]
[MOVE]
[UQ]
Forerunner [Meager]2On combat start, you can reposition yourself by 3 SQRs before initiative is rolled.
13
[CR]
[MOVE]
[OC]
Sidestep [Meager]2On Clash Win with Evade, you can swap places/squares with the attacker if you are adjacent to them.
14
[CR]
[MOVE]
[UQ]
Escape Artist [Meager]2After successfully breaking free from an enemy's grapple, you may move up to 3 SQRs without proccing opportunity attacks.
15
[CR]
[MOVE]
[SOT]
Deserter [Meager]2If there are no allies within 2 tiles of self on the start of this character's turn, gain +3 movement.
16
[CR]
[MOVE]
[AA]
Coyote Time [Minor]4If you move off of a ledge, you do not fall until you end movement.
17
[CR]
[MOVE]
[AA]
Parkour [Minor]4You can climb without needing a Challenge Roll up to 3 SQRs of wall. This is normally enough to climb to the roof of a one floor building.
You ignore damage for jumping from 4 SQRs of height or less. Jumping from major heights or being thrown against your will doesn’t ignore this damage.
18
[CR]
[MOVE]
[AC]
Double Time [Minor]4Increase your base dash to 6 + Justice.
19
[CR]
[MOVE]
[OC]
Hyper Armor [Minor]4Clash Lose when defending against an Opportunity Attack doesn’t reduce your movement to 0.
20
[CR]
[MOVE]
[AC]
Fluid Steps [Minor]4When using the Dash Action you are under the effects of Half Cover until your next turn (+1 for taking the Hide Action, +1 when defending against Ranged Attacks).
21
[CR]
[MOVE]
[AA]
Careful Footwork [Minor]4Difficult Terrain doesn’t reduce your movement. When moving through a hazard, reduce the infliction by a flat 2.
22
[CR]
[MOVE]
[AC]
Rampant Growth [Minor]4When you use the Dash Action, you may make squares you leave during the additional movement into Difficult Terrain for 1 round.
23
[CR]
[HP]
[UQ]
Stalwart [Minor]4When you are under forced movement, you may reduce this movement by squares equal to Fortitude.
24
[CR]
[MOVE]
[AA]
Ice Skater [Minor]4On your turn, you may consume N Frostbite on self to gain N movement. (Max 5).
25
[CR]
[MOVE]
[AA]
Flying [Major]6You can ignore cover and fly safely from different heights, the GM can count differences of height as extra movement.
You can’t keep flying still in the air, as you need to end your turn in a height that would allow a melee user to attack you. This limitation is imposed by the City technology and capacities itself.
26
[CR]
[REACT]
[SOT]
Lifting Others [Major]6You can use a Reaction instead of an Action to take and carry people with you.
27
[CR]
[MOVE]
[AA]
Spider Climb [Major]6You can walk on any solid surface using your movement without falling or making Fortitude rolls. If you become grappled, staggered, or unconscious, you automatically go down. You do not have to leave the surface and may remain on it unless knocked down.
28
[CR]
[MOVE]
[AA]
Unstoppable [Major]6Enemies do not count as obstacles and can be freely moved through.
29
[CR]
[MOVE]
[AC]
Slide [Major]6When taking the Dash action you are able to move through enemy squares up to your # of Dash SQRs, ignoring Opportunity Attacks.
30
[CR]
[MOVE]
[AA]
Sprinter [Major]6Twice per turn, you can consume a universal reaction instead of an action to perform the Dash action.
31
Other Movement Augments
32
[CR]
[MOVE]
[OC]
Pushing Augment4FixedThis Augment interacts with attacks and Fortitude, allowing you to push enemies on the map.

On Clash Win with a melee attack, you can push the opponent as many Squares as your Fortitude in the opposite direction you attack. If the target hits a wall or an enemy, the target suffers 2 Stagger DMG per square not used.

Forced movement does not activate attacks of opportunity, but does activate Force Damage as applicable, at only half efficiency (4 SQR of Forced Movement would only turn into 2d8 of Force Damage, for example).
33
[CR]
[MOVE]
[OC]
Pushing Augment (Defensive)4Fixed, ModifiedThis Augment interacts with attacks and Fortitude, allowing you to push enemies on the map.

On a Block Clash Win, you can push the opponent as many Squares as your Fortitude in the opposite direction you attack. If the target hits a wall or an enemy, the target suffers 2 Stagger DMG per square not used.

Forced movement does not activate attacks of opportunity, but does activate Force Damage as applicable, at only half efficiency (4 SQR of Forced Movement would only turn into 2d8 of Force Damage, for example).
34
[CR]
[MOVE]
[OC]
Pulling Augment4FixedOn Clash Win with a ranged attack, you can choose to pull the target up to squares equal to your Justice towards you by the most direct path possible.

Forced movement does not activate attacks of opportunity, but does activate Force Damage as applicable. This damage does not apply if you are pulling the target in collision with yourself.
35
[CR]
[MOVE]
[AC]
Grappling Hook6FixedThis Augment has a range of 12 SQR maximum, this also include height

The Character can expend their Movement Action to throw the hook to any space that Is in range
and within the Character's line of sight (or is 1 SQR out of line of sight)

The Character then moves in a straight line to the place selected, this movement can trigger Opportunity Attacks as normal but the character's movement isn't interrupted on a Clash Lose.

The Character can select to not retract the hook, or end the retract mid-movement. The hook counts as a rope of SQRs remaining in legth for all intents and purposes until fully retracted.

Ending the retraction consumes another Movement Action, the Character cannot reposition the hook.
36
[CR]
[MOVE]
[OC]
Swift Footwork4FixedOn Clash Win with Evade, you can move an amount of Squares up to your Justice without proccing Opportunity Attacks.
37
[CR]
[MOVE]
[OC]
Swift Footwork
(Counter)
4FixedOn Clash Win with Counter, you can move an amount of SQRs up to your Justice towards the target without proccing Opportunity Attacks. If this moves you into attack range with your weapon, your attack goes through as normal.
38
[CR]
[MOVE]
[OH]
Blood Rush Rank 12ScalableWhen you kill or stagger a foe, you are able to move 2 squares afterwards, and any Attacks of Opportunity used against you during this movement are rolled at disadvantage.
39
[CR]
[MOVE]
[OH]
Blood Rush Rank 24ScalableWhen you kill or stagger a foe, you are able to move 4 squares afterwards, and any Attacks of Opportunity used against you during this movement are rolled at disadvantage.
40
[CR]
[MOVE]
[OH]
Blood Rush Rank 36ScalableWhen you kill or stagger a foe, you are able to move 6 squares afterwards, and any Attacks of Opportunity used against you during this movement are rolled at disadvantage.
41
[CR]
[MOVE]
[SOT]
Explosive Leap4FixedUse an Action to spend a Fragmentation Grenade on your person, radius centered on self, and move up to [1 + Justice] squares away (horizontally or vertically, taking any appropriate fall damage if applicable), minimum 2 SQRs, taking no damage from the explosive nor provoking Opportunity Attacks. You can choose to take half damage to increase this distance by an additional 2 SQRs per tier of explosive.
42
[HB]
[MOVE]
[UQ]
Air Time 12ScalableCan only be taken with the "Gravity is Real" optional ruling (or not, if you wish to debate physics at your table).

Any time your target is forcefully moved vertically, the target begins to fall at the end of your turn instead of instantly.
43
[HB]
[MOVE]
[UQ]
Air Time 24ScalableCan only be taken with the "Gravity is Real" optional ruling (or not, if you wish to debate physics at your table).

Any time either you or your target are forcefully moved vertically, you or the target begin to fall at the end of your turn instead of instantly. This only applies to yourself if you are the one launching yourself.
44
[HB]
[MOVE]
[UQ]
Air Time 36ScalableCan only be taken with the "Gravity is Real" optional ruling (or not, if you wish to debate physics at your table).

Any time either you or your target are forcefully moved vertically, you or the target begin to fall at the end of your turn instead of instantly. If you move your target vertically, you may launch yourself up vertically an amount of squares equal to how high your target was launched. This only applies to yourself if you are the one launching yourself.
45
46
Additional Combat Options
47
[CR]
[UQ]
[OU]
Force Fields2Fixed, RepeatableThis Augments gives you additional Blocks. These blocks are only 1d10+Temperance and don’t use any of the user’s Augment or Outfit properties or effects.
Using this Block doesn’t consume a Reaction. You receive 1 Force Field Block per 2 Cost invested into this option, and recover any spent on a short rest.
48
[CR]
[REACT]
[AA]
Interception Module4FixedIf an ally inside your ranged weapon reach gets attacked with a ranged attack, you can use a Reaction to Counter it.
Consumes bullet, does not damage the attacker, on CL the ally takes the original hit. Only Negative Effects proc.
49
[CR]
[UQ]
[SOT]
Quick Draw4FixedYou can swap a weapon/tool at the start of your turn without consuming an Action.
50
[CR]
[UQ]
[OC]
Built-in Bullet Response Reflex6FixedWhen using a Counter against a ranged attack and win, you can choose to make the Opponent suffer an automatic attack using his first attack against itself, applying all effects as normal.

For example, if you Counter an Ranged Attack of Total 10, and you win, the attack suffers automatically an attack of 10 as well.
51
[CR]
[REACT]
[UQ]
Lightning Reflexes6FixedYou may make an Opportunity Attack on a target that moves while in your weapons range even if they are not leaving its range. You can only do this once per target, and you can’t try again against the same target until the start of your next turn.

This augment effect can only be used with Melee Weapons.
52
[CR]
[UQ]
[AC]
Echolocation4FixedYou can use an Action to activate this ability to sense anything within a 5 SQR radius that isn't in full, including hiding people. This radius is maintained until you decide to deactivate it. You can't be silent while this Augment is active.
53
[CR]
[UQ]
[UQ]
Companion Augment6FixedThis augment gives an NPC Companion under the control of the character.


Companions have:
0 in all Stats. The Companion has [Character’s Rank-1] Stat Points they may freely allocate.
Base HP/Stagger of 50 + (4 Fortitude) and 20 + (4 Charm), respectively. At Rank 3 add 25 HP and 10 Stagger, and then at Rank 5 these values are added once more.
1 Action, Reactions equal to [Character’s Rank]. Additional Reactions can be gained through Weapon Properties or Outfit Effects.
1 Weapon and 1 Outfit of [Character's Rank]; these are locked to the Companion & cannot be swapped.
1 Skill of [Character's Rank] that uses Light from the User instead of its own.
No Augment.
Four Tool Slots.
Weapon, Outfit, and Skill upgrade automatically when the Character reaches a higher Rank, and may be freely changed at that time.

During Combat, a Companion will:
Count as an Ally for relevant Effects.
Act on the User’s Initiative.
Be able to wield its Weapon and utilize Tools.
Be able to transfer up to [User's Rank] Light to the User on target Stagger/Kill, with no other ways of generating Light. This cannot be raised by any means except Specializations.
Upon reaching 0 HP, be rendered unusable until the end of Combat, being revived at 25% HP after Combat ends.

Companions may have one of the following Specializations:
Guard: +2 Fortitude/Temperance, +20 HP; As many as [Temperance] times per combat, if an adjacent Ally is Attacked, that Attack can be intercepted with a Block by the Companion without it spending a Reaction. This may be used after knowing the result of the Attacker and Ally’s rolls.

Recon: +2 Justice/Insight; The Companion may move up to [Justice + Insight] SQRs without provoking Opportunity Attacks per Combat, which can be spent incrementally.

Support: +2 Charm/Prudence; At the start of Combat, the Companion gains a pool of [Prudence] Light. This may be used for sharing Light as an Action; giving 1 Light from this pool to an Ally in line of sight. If the Companion’s storage is empty, the Companion can transfer the Character’s Light.

Striker: +2 Fortitude/Charm, +20 HP; As many as [Charm] times per Combat, if the Character controlling this Companion Attacks a Target, the Companion’s next Skill used against that Target costs 1 less Light.

Swift: +2 Justice; +2 Base Movement. As an Action (from either the prospective benefactor or the Companion), this Companion may have a willing adjacent Target accompany it. The Companion and the accompanying Target occupy the same SQR. The accompanying unit may be dropped off on any adjacent SQR as a free action. The Swift Companion’s movements count as the accompanied Target’s for the purposes of relevant Effects.
54
[CR]
[ES]
[AC]
Consuming Augment2ScalableThis augment allows you to consume a body for benefits.
When taking this Augment, you need to select one option for each 2 points (max 10) put on it:
Give 1 Protection and Stagger Protection to an Ally
Give 1 Strength to an Ally
Give 1 Endurance to an Ally
Give 1 Light to an Ally
Give 5 Sanity to an Ally
Using an Action on a dead body on your turn you can use one of your selected options.
You count as an Ally for this Purpose.
The benefit is maintained for the rest of combat.
You can only use this 3 times a day; gaining +1 use/day per 2 points invested into this augment after the initial 2. (ex: 4 Points = 4 uses/day; 10 Points = 7 uses/day)
55
[CR]
[HP]
[AC]
Crushing Grip4FixedOn a successful grapple, deal HP damage equal to your Fortitude Stat * 2 to the target. This damage occurs again if the target fails a Break Free action/reaction.
56
[CR]
[REACT]
[UQ]
Limb Extenders2FixedUsing 1 reaction, you may extend your current melee weapon range by 1 SQR for the duration of your turn.
57
[CR]
[REACT]
[UQ]
No Escape4FixedWhen an enemy would provoke an Opportunity Attack from you, you may instead choose to initiate a Grapple as if you took the Grapple Action. Grapple rules apply as normal.
58
[CR]
[HP]
[UQ]
Explosive Force8FixedWhen dealing Force Damage, deal an additional [Rank]d8 Force Damage. (This damage is still affected by Impact Guard as normal)
59
[CR]
[MOVE]
[UQ]
Pursuit4FixedUpon causing Forced Movement to a target, you may choose to spend a Reaction to move in the same direction and number of tiles as them. If you would take movement into the target, you instead stop your movement there and do not take Force Damage. This counts as Forced Movement for the user, and does not proc Opportunity Attacks.
60
[CR]
[UQ]
[AC]
Dug Deep4Fixed, RepeatableUpon throwing a Melee Weapon, instead of being dropped it is stabbed into the ground and occupies the space completely, requiring a Fortitude check for everyone except the user who tries to pick it up.

This check is rolled with a penalty of the user’s Fortitude. On Partial Success, the weapon is dislodged from the ground but not picked up, and on Success the weapon is picked up normally.

While this weapon is in the ground, the SQRs adjacent to it are considered Difficult Terrain. Only 1 weapon(s) may be "dug deep" at once from the same user.
61
[CR]
[UQ]
[AC]
Dug Deep 26Fixed, RepeatableUpon throwing a Melee Weapon, instead of being dropped it is stabbed into the ground and occupies the space completely, requiring a Fortitude check for everyone except the user who tries to pick it up.

This check is rolled with a penalty of the user’s Fortitude. On Partial Success, the weapon is dislodged from the ground but not picked up, and on Success the weapon is picked up normally.

While this weapon is in the ground, the SQRs adjacent to it are considered Difficult Terrain. Only 2 weapons may be "dug deep" at once from the same user.
62
[CR]
[UQ]
[AC]
Dug Deep 38FixedUpon throwing a Melee Weapon, instead of being dropped it is stabbed into the ground and occupies the space completely, requiring a Fortitude check for everyone except the user who tries to pick it up.

This check is rolled with a penalty of the user’s Fortitude. On Partial Success, the weapon is dislodged from the ground but not picked up, and on Success the weapon is picked up normally.

While this weapon is in the ground, the SQRs adjacent to it are considered Difficult Terrain. Only 3 weapons may be "dug deep" at once from the same user.
63
[CR]
[ES]
[OC]
Weakness Exploit6 FixedWhen taking this Augment select either Fragile or Stagger Fragile.
Inflict 1 of the selected Fragile effect on Offensive Clash Win for every 25% missing user HP, Max 3.
64
[CR]
[UQ]
[UQ]
Defensive Preparations2FixedImmediately at the start of the fight, you count as if you are using the Protect action.
65
[CR]
[UQ]
[AC]
Adamant2FixedWhen using a skill with the Delay effect, you cannot be reduced to below 1 STG until the skill activates.
66
[CR]
[UQ]
[UQ]
First Impressions2FixedOn the first round of combat, you act at the start of initiative (roll Speed as normal to determine regular initiative order). If multiple characters in a combat have this augment, order by normal speed order among them.
67
[CR]
[DICE]
[AA]
Unarmed Expertise2FixedYour Rank bonus is added onto Improvised Attack rolls alongside the already-present Fortitude modifier.
68
[HB]
[UQ]
[UQ]
Overwhelming Force8 FixedWhen the Character makes a Target take Force Damage through collision with a wall, the enemy will be forced into the wall. The Target cannot take opportunity attacks or move until it spends an action to move out of the wall into an adjacent empty SQR on the map.
69
[HB]
[REACT]
[AA]
Boogie Woogie 12Fixed, ScalableOnce per round, this character can spend a reaction to swap places with another ally with the same augment as long as they are within Justice2 SQRs of the character.
70
[HB]
[REACT]
[AA]
Boogie Woogie 24Fixed, ScalableOnce per round, this character can spend a reaction to swap places with any other ally as long as they are within Justice4 SQRs of the character.
71
[HB]
[REACT]
[AA]
Boogie Woogie 36FixedOnce per round, this character can spend a reaction to swap the places of any 2 characters that are within their sight and Justice4 SQR's of you.
If the target is unwilling they must make a justice check with a -2 penalty to cancel the effect.
On failure and partial success the characters are swapped,
On a success the swap is cancelled.
72
[HB]
[UQ]
[OH]
Tag team!6FixedWhen the last enemy you Attacked is staggered, one ally may move up to your Justice squares without provoking Opportunity Attacks and make an Attack Action for free against them.
This effect can activate once per round.
73
[HB]
[ES]
[AA]
Shaving Seconds4FixedAs a free action, you can activate the Shaving Seconds effect. While under the Shaving Seconds effect, you gain 2 haste every turn. When, at the beginning of the characters turn, your movement is less than 8 SQR, stagger immediately.
74
[HB]
[ES]
[OC]
Borrowed Time6FixedOnce per Combat, on Clash Lose, the Character may gain 3 turns of Borrowed Time next Round, while in Borrowed Time, the Character gains Haste, Strength and Fragile equal to the remaining stacks of Borrowed Time. For each turn under Borrowed Time, lose 1 SQR of base movement and a stack of Borrowed Time, if at any point this Character's total SQRs of movement are below 8, this Character is immediately staggered.
75
[HB]
[ES]
[AC]
Broken Limiter8FixedAs an Action, the Character can gain the Broken Limiter status, at the start of every subsequent turn, the Character can choose to spend 1 light to extend the duration of Broken Limiter until the Character's next turn, ending the status immediately if light isn't spent. The effect also ends immediately upon being staggered.
While under the effects of Broken Limiter, gain Haste and Strength equal to the number of turns that this effect has been active.
Once the Broken Limiter status ends, the Character gains Bind and Feeble equal to the amount of turns that were spent under Broken Limiter.
76
[HB]
[UQ]
[SOT]
Retreat4FixedAt the start of your turn, you may choose to spend 1 Light. If you do, you become untargetable for the turn, but cannot take any combat related Actions or Reactions such as taking the Attack Action.

While the character is under the effect, they CAN use things such as Reduce Status or Dash, and can use Tools so long as they don’t deal any damage and inflict ailments.
77
[HB]
[UQ]
[UQ]
Zenkai Boost8FixedIf an encounter ends with you having 7 HP and 7 ST exactly, you gain +1 to a stat of your choosing (Can go over the max, may stack with stat increase).
78
[HB]
[ES]
[UQ]
Keep it comin'!6FixedAt 60+ Style, you can spend 30 Style stacks and 2 Reactions to gain 1 additional Action. This effect is limited to once per round.
79
[HB]
[UQ]
[EOT]
TT2 Protocol: Apollyon8FixedThis augment can be used once per Combat before needing to be refreshed:
On the character's turn, if the character has 30+ SQRs of movement (including dashes), they may use all of their movement to activate this augment.

Upon activation, everyone and everything inside of the battlefield is reverted to their original state on Combat Start, excluding the character.
The Round timer is refreshed to Round 1, Initiative resumes from the fastest Character.

The use of this augment can only be refreshed after spending a total of 100K Ahn per turns of combat reversed with the use of this augment.
(Where this money needs to be spent to reactivate this augment is up to the GM)
80
81
Additional Functions
82
[CR]
[UQ]
[AA]
Special Senses2FixedThese types of augments represent a special kind of sense that is very situational but can allow for gathering information or moving in a better way in certain environments.

Taste Tester: Allows the user to derive information from what they are tasting: Components, age, blood type, gender, capacities, etc. The GM is free to limit this.

Night Vision: Allows the user to be capable of seeing in the dark like it was day.

Pheromonal Sensor: Allows the user to be capable of smelling the chemicals in the air around an individual, getting a general estimate of the mood/emotions they're experiencing. The GM is free to limit this.

Pitch-Perfect Voice: Allows the user to mimic the voice of anyone they have heard speak provided they know the language (a.k.a no, you can’t speak Sweeper)

Lifesense: Allows the user to faintly feel any lifeform within 8 Squares of them. They only know the number, not where they are or what they are.

Water Breathing: Allows the user to breathe and move freely underwater at shallow depths.

Tremorsense Module: Allows the user enhanced perception by tapping into the subtle vibrations of the environment. Whether navigating dark tunnels, avoiding ambushes, or simply attuned to the heartbeat of the earth, this augmentation provides the user with an uncanny awareness of your environment. The GM is free to limit this as applicable.

Eagle-Eye: Allows the user to see at further distances at clearer definition, effectively double that of normal vision range.
83
[HB]
[UQ]
[AA]
Electrolocator4FixedYou can use electrical signals to map out terrain nearby to you. You have a perfect map in your head of every place within 8 SQR. However, this map can only tell you the shape of things you can’t see, you can’t see things like color or anything written on things.
84
[HB]
[UQ]
[AA]
Temperature Stabilizer Rank 12ScalableYou have advantage on checks relating to the effects of Extreme Temperature.
85
[HB]
[UQ]
[AA]
Temperature Stabilizer Rank 24ScalableYou are immune to the effects of Extreme Temperature
86
[CR]
[UQ]
[AA]
Limb Replacement2FixedYou can attach any limb from another human body to yours without need of an operation. However, you can only do this with stumps or spaces designed to have limbs.
In practical terms, this allows you the capacity to fix a mutilated limb without need of an operation or paying 200k. Also, if you cut your own limbs, you can take the limb of other people.
87
[CR]
[UQ]
[AA]
Hidden Compartment2FixedHide a single item in a secret compartment somewhere on your body, searching to find this item suffer a -5. An Action is required to open this compartment.
88
[CR]
[UQ]
[AA]
Networked Mind2FixedYou have access to a storage of public information in The City. If it isn’t protected by a Wing or undercover enough to never be submitted to the web, you know it. This allows you to instantly pass any Prudence Challenges to recall knowledge. You can recognize people, tiles, organizations, workshops, patents and even employee charts with only dedicating a couple of seconds.
89
[CR]
[UQ]
[UQ]
Culinary Enthusiast2 FixedOn a Short Rest, if you give 1 Ration Unit to someone, they add your Prudence 3 to the amount of HP they recover alongside the Ration. You can give multiple rations on one short rest, but only one ration per person.
90
[CR]
[UQ]
[AA]
Glowing2FixedYou can count as a light source for a 5x5 Radius. If in combat, this can be disabled and enabled on your turn by spending a reaction.
91
[CR]
[UQ]
[AC]
Integrated Jukebox2FixedA small Jukebox is integrated into your body somewhere of your choice. It's able to record, store, and play any music or audio you have access to or have previously recorded.
You can take action to deject and plant this jukebox at a location of your choice. It takes an action to pick up and reintegrate into your body.
You can take an action to activate, record audio, or play audio from the Jukebox. (If the Jukebox is planted elsewhere, you must be within 4 SQR of the jukebox to take this action)
It is a free action to end the Jukebox's action (Playing or recording audio).
92
[CR]
[HP]
[UQ]
Slow Fall2RepeatableWhile falling, you can spend a reaction to further reduce falling damage by 1d8 per reaction spent. Taking this multiple times allows you to spend more reactions for the same reduction per.
93
94
Weapon Interactions
95
[CR]
[UQ]
[AC]
Bombardment 2x24FixedWhen you use a Skill with the Shooting Star Effect, you can select to apply a Delay to it. When applying the Delay, at the start of your next turn you do an area of effect attack of 2x2 sqrs whose point of origin can happen at any point you would be able to hit with a Shooting Star, instead of firing in a straight line.
Only one target of the area can suffer Clash Win, Clash Lose or On Use effects. And all other limitations of Shooting Star are maintained.
96
[CR]
[UQ]
[AC]
Bombardment 3x34FixedWhen you use a Skill with the Shooting Star Effect, you can select to apply a Delay to it. When applying the Delay you need to mark a 3x3 area in the map, at the start of your next turn you do an area of effect attack of 3x3 sqrs in that point.
Only the central target of the area can suffer Clash Win, Clash Lose or On Use effects. And all other limitations of Shooting Star are maintained.
97
[CR]
[UQ]
[OC]
Belt Feeder Rank 12ScalableWhen you succeed on a Ranged Attack, you may use additional bullets for +2/3/4 DMG per bullet, per attack (caps at 12 DMG, DMG per bullet is based on augment tier). In the case that the attack hits multiple targets, such as through Shooting Star or similar effects, the extra damage is only applied to the first/main target.
98
[CR]
[UQ]
[OC]
Unlock6FixedOnce per combat, after using every skill you have at least once, restore [Rank]+Prudence light.
99
[CR]
[UQ]
[OH]
Clean Kill2FixedWhen delivering a killing blow with a melee weapon to an enemy you've attacked with a ranged weapon before, recover the last ammo you used on that target.
100
[CR]
[UQ]
[AC]
Crowd Fighter4ScalableWhen using a Multi-Hit attack, you may split its dice against multiple characters. Targets must be declared before the roll.
101
[CR]
[UQ]
[AC]
Crowd Fighter 28ScalableWhen using a Multi-Hit attack, you may split its dice against multiple characters. Targets must be declared before the roll.
All dice after the first are able to proc any target-based CW/CL effects (Inflicts, Burst effects, etc.) if they are used against different targets. Any effects that apply to the character or an ally (Strength, Give Critical, Regen HP, etc.) do not proc again, regardless of Clash Result or On Use.
102
[CR]
[UQ]
[OC]
Shieldbreaker6FixedEnemies who block against you only get half the Block value on Defensive Clash Lose.
103
[CR]
[UQ]
[AC]
Loaded Salvo4FixedOnce on your turn, when you make an Attack Action with a Melee weapon, you can expend one speciality bullet to apply its effects as Clash Win effects.
104
[CR]
[UQ]
[OH]
Killzone8FixedOn kill or stagger with a High Caliber ranged weapon, you can spend a reaction to take another shot at an enemy.
105
106
General Status Effects
107
[CR]
[ES]
[AC]
Status Quo Rank 14ScalableAs an action, the character may convert 4 of (Burn/Frostbite/Bleed/Shock/Smoke) on themselves into a square of the corresponding Hazard and place it anywhere in a 2 square radius around themselves. This hazard lingers for 2 turns.

Multiple squares of the same hazard type may be created in the same action, but only as long as they have the stacks for them. The user is unaffected by their own hazards.
(Smoke can be used to create only Exhaust Fumes)
108
[CR]
[ES]
[AC]
Status Quo Rank 28Scalable4 Cost: As an action, the character may convert 3 of (Burn/Frostbite/Bleed/Shock/Smoke) on themselves into a square of the corresponding Hazard and place it anywhere in a 3 square radius around themselves. This hazard lingers for 2 turns.

Multiple squares of the same hazard type may be created in the same action, but only as long as they have the stacks for them. The user is unaffected by their own hazards.
(Smoke can be used to create only Exhaust Fumes)
109
[CR]
[ES]
[AA]
Persistent Venom4FixedTargets which have participated in a clash with the Character clear Poison stacks at halved efficiency when affected by the Reduce Status Action
110
[CR]
[ES]
[AA]
Center of Attention4FixedOnce per combat, you may declare that a 3x3 SQR area of the battlefield becomes "The Spotlight" hazard. This hazard stays on the battlefield indefinitely.

Each character/enemy can gain 4 Style per round from the hazard that is created by this effect.
111
112
Burn/Frostbite/Frenzy
113
[CR]
[ES]
[EOR]
Restorative Warmth4FixedRegen 1 HP for every Burn Resisted at Round End
114
[CR]
[ES]
[EOR]
Afterburn4FixedAfter taking Burn damage (any resisted Burn does not count for this effect), gain Smoke equal to half of the damage taken.
115
[CR]
[ES]
[CW]
Rekindled Embers4FixedInflict 1 more total Burn for every 25% missing user HP, max 3. (Same functionality as Burn+)
116
[CR]
[ES]
[OH]
Blazing Burn2ScalableIf you hit a target with Burn on them, you inflict 1/2/3 Burn to all adjacent characters (excluding self). This amount is not altered by external effects.
117
[CR]
[ES]
[UQ]
Searing Form 4FixedWhen you succeed on a grapple and you and/or the target are inflicted with Burn, you and the target increase your Burn to equal to the combined value between the two of you.
(Ex: If user has 5 Burn, target has 4 Burn, both have their Burn increased to 9)
118
[HB]
[ST]
[EOR]
Preservation4FixedWhenever the character takes ST damage from Frostbite at Round End, gain Protection equal to Frostbite on the Character next round.
119
[HB]
[SP]
[EOR]
Fanaticism2FixedWhenever the character takes SP damage from Frenzy at Round End, gain 1 Strength / Endurance next round.
120
121
Bleed/Shock/Terror
122
[CR]
[HP]
[UQ]
Rare Meal2FixedOn kill on a target with Bleed, recover HP equal to the Bleed stacks present on the target. If the target procced Bleed on death, recover based on the stacks at the start of the clash/action.
123
[HB]
[ES]
[UQ[
Blood Replenisher6FixedWhenever you consume Bloodfeast, regain 25% of it (rounded down)
124
[HB]
[HP]
[UQ]
Self-destructive Dedication8FixedWhen you use a skill but don’t have enough Bloodfeast to use it, you may take 3 HP damage any number of times to reduce the Bloodfeast by 1 per 3 HP you lose.
You still get to add this to your consumed Bloodfeast stacks.
When you use a skill but don’t have enough Consumed Bloodfeast to use it, you may take 6 HP damage any number of times to reduce the Consumed Bloodfeast by 1 per 6 HP you lose.
You still get to add this to your consumed Bloodfeast stacks.
125
[HB]
[MOVE]
[SOR]
Blood Skates6FixedAt the start of the round, for every 20 Bloodfeast in the pool, gain 1 haste.
126
[HB]
[ES]
[AR]
Coagulated Echo8FixedAs an action, you may consume 50 bloodfeast up to 3 times. For every 50 you consume, create an echo on a square you can see within 5 SQRs. This echo can take actions and reactions as if it were you, but upon taking a single point of damage it disappears. Resources are consumed from the user. No effects of attacks or skills on an echo are transferred to the user.
You can only have a number of echos on the field equal to your rank. If the number of Bloodfeast in the pool is ever lower than the number of total echos on the field (including allies and/or enemies), they all disappear.
Echos count as NPCs for the purpose of effects that refer to allies or a number of targets.
You may spend a universal reaction to swap places with one of your echos.
You gain an additional action that must be used on an echo if you have one on the field.
(Inspired by Sygian Maksym)
127
128
Rupture/Tremor/Sinking/Thorns
129
[CR]
[ES]
[UQ]
Rupture Overdose2Fixed, RepeatableUpon killing an enemy and bursting Rupture, inflict half of the burst Rupture stacks to nearby enemies within 1 SQR of the killed target. This radius can be increased by 1 by taking this augment again.
130
[CR]
[ES]
[UQ]
Slamdown4FixedWhen dealing Force Damage to a target, apply 1 Tremor per die of Force Damage.
131
[HB]
[ES]
[UQ]
Kinetic Dynamo4FixedWhenever the character is inflicted with or gains Tremor, gain Charge equal to half of that Tremor (rounded down).
132
[HB]
[ES]
[EOR]
Self-Loathing4FixedThe Character’s Sinking is not removed at Round end.
BEFORE taking damage, the Character gains Protection equal to their Sinking.
AFTER suffering Sinking Burst, gain Boost equal to the burst Sinking.
133
[HB]
[ES]
[UQ]
Thorns Storage Rank 14ScalableThis Augment interacts with any Gain Thorns effects, allowing you to store a separate stack of Thorns that doesn’t trigger and doesn’t get removed at the end of the Round.
Each time you would gain Thorns, you may choose to store a portion/all of what you’re gaining, to a max of 10 Thorns.

By spending a reaction right BEFORE a clash, you may apply all the stored Thorns to yourself. This doesn’t count as Gaining and doesn’t trigger any Thorns+ related effects.
At the end of Combat, all Thorns stored will be lost.
134
[HB]
[ES]
[UQ]
Thorns Storage Rank 26ScalableThis Augment interacts with any Gain Thorns effects, allowing you to store a separate stack of Thorns that doesn’t trigger and doesn’t get removed at the end of the Round.
Each time you would gain Thorns, you may choose to store a portion/all of what you’re gaining, to a max of 20 Thorns.

By spending a reaction right BEFORE a clash, you may apply all the stored Thorns to yourself. This doesn’t count as Gaining and doesn’t trigger any Thorns+ related effects.
At the end of Combat, all Thorns stored will be lost.
135
136
Poise/Ruin
137
[CR]
[ES]
[UQ]
Open Arteries4FixedWhen attacking with a Devastating Hit, Inflict Bleed equal to the Devastating Hit roll (Max 8).
138
[CR]
[ES]
[UQ]
Reaper of Chance4FixedWhen hitting an enemy with Ruin while you have Poise, rolling a Devastating or Critical Hit automatically activates the other status as well (If you roll the Devastating, you also get the Critical; and vice versa).
139
[CR]
[ES]
[UQ]
Mutually Assured Destruction4Fixed ScalableWhenever you hit an enemy and you have Ruin, roll it as if you were hit. If you deal a Devastating Hit to yourself, deal the same damage to yourself and the enemy as if you dealt that Devastating Hit to them.

This damage ignores any Vital Protection on the enemy but does scale off of your own Vital Protection, positive or negative, for purposes of calculation. Remove Ruin and Devastation as normal afterwards.
140
[CR]
[ES]
[UQ]
Mutually Assured Destruction 28Fixed ScalableWhenever you hit an enemy and you have Ruin, roll it as if you were hit. If you deal a Devastating Hit to yourself, deal the same damage to yourself and the enemy as if you dealt that Devastating Hit to them.

This damage ignores any Vital Protection on the enemy but does scale off of your own Vital Protection, positive or negative, for purposes of calculation. Remove Ruin and Devastation as normal afterwards.

8 Cost: When dealing damage through this effect, it counts as a Devastating Hit on the target for purposes of effects that require one. Effects are mirrored on the user as well.
141
[CR]
[ES]
[UQ]
Critical Attention4FixedWhen landing a Critical Hit, give Poise equal to your Critical to all other allies within a 2 SQR radius.
142
[CR]
[ES]
[UQ]
Mentor4FixedWhen an ally within 3 sq. of you lands a Critical Hit, you may choose to spend your Critical to add the appropriate extra dice to their hit. You lose all Poise and Critical when activating this effect.
143
144
Charge
145
[CR]
[ES]
[SOR]
Thermal Generator2FixedAt the start of your turn, gain Charge by half the amount of Burn you have (rounded down).
146
[CR]
[MOVE]
[UQ]
Flashstep6FixedWhen an enemy declares an attack against you, before the roll you may spend 4 Charge per SQR needed to move out of the Range of the attack and negate the clash. Doing this does not waste the Action/Reaction of the attacker but they may not re-engage without moving back into range.
147
[CR]
[HP]
[UQ]
Lifeforce Energy2FixedThis Augment interacts with Charge by enabling one to use HP as an alternative to Charge.
When using an effect that spends Charge, you may take 3N irreducible HP DMG, where N equals the difference between your spent Charge and Charge required. This ignores Temp. HP.
148
[CR]
[ES]
[UQ]
Feedback Loop4 FixedWhen either hitting or successfully defending with a skill that uses Charge, gain half the spent charge back (Max. 12)
149
[CR]
[ES]
[UQ]
Bullet Forge4FixedWhen using Charge Ammo, the user gains an option to use 4 Charge and a reaction to change the DMG type of the weapon with Charge Ammo for the rest of combat.
150
[CR]
[ES]
[UQ]
Ammo Infusion6FixedWhen using a Charge Ammo weapon, if three times the required charge is spent during firing, create one speciality bullet instead of a basic one.
151
[CR]
[ES]
[UQ]
Ammo Infusion (Specialist)6Fixed, ModifiedYou may instead specify one type of specialty bullet that this Augment applies to on Augment creation. When using a Charge Ammo weapon, if twice the required charge is spent during firing, create one of those chosen speciality bullet instead of a basic one.
152
[CR]
[ES]
[OC]
Blackout2ScalableOn Clash Win against a target, steal 4/6/8 Charge from them, if they have Charge. If they do not have Charge, instead gain 1/2/3 Charge.
153
[HRE]
[MOVE]
[UQ]
Kinetic Generator2FixedAt the start of each round, gain 1 Charge for each Combo you have.
154
[CR]
[REACT]
[UQ]
Detox4FixedOn your turn, you may use a reaction and spend 2N Charge to remove N inflicts from you or an adjacent ally. This only applies to statuses that are reducible through Reduce Status (Bleed/Burn/Frostbite/Smoke).
155
[CR]
[ES]
[UQ]
Blood is Fuel2FixedWhen you take Bleed damage, gain Charge equal to half the damage taken. (Any resisted Bleed does not count for this effect.)
156
[CR]
[ES]
[UQ]
Blood is Fixed2FixedWhen you proc Bleed on self, gain 2 Charge.
157
[CR]
[ES]
[UQ]
Self Sufficient2Fixed RepeatableUpon finishing a combat with excess Charge, retain 4+2N Charge.
158
[CR]
[HP]
[UQ]
Fueled Regeneration2FixedUpon finishing a combat with excess Charge, regenerate HP equal to Charge lost due to Combat End. (Max 10)
159
[CR]
[ES]
[UQ]
Energy Intake2FixedWhen rolling with Paralysis, gain 4 Charge.
160
[CR]
[ES]
[UQ]
Velocity Generator2FixedWhen moving further than 6 SQRs in your movement, gain 1 Charge for every SQR moved after the 6th.
161
[CR]
[ES]
[UQ]
Power Vacuum2FixedWhen landing a Critical Hit, gain 2 Charge per Critical spent.
162
[CR]
[ES]
[SOT]
Torment Nexus2FixedAt the start of your turn, gain Charge equal to the amount of active Sinking on you.
163
[CR]
[ES]
[EOR]
Steam Engine2FixedWhen losing Smoke at round end, gain Charge equal to the amount lost.
164
[HB]
[ES]
[OC]
Brace2FixedWhen losing a Clash, the Character may spend 10 Charge or 1 Overcharge to maintain your combo.
165
166
Haste / Bind
167
[CR]
[ES]
[OC]
Momentum Thief4FixedOn your turn, when you Clash Win against a target with Bind, gain Haste next round equal to half of the Bind present. (Min. 1)
168
[HB]
[ES]
[EOR]
Perpetual Motion8FixedOn round end, Maintain Haste equal to Half the squares moved in a single streight line in a single movement action, excludeing movement gained from the dash action.
169
170
Smoke
171
[HB]
[ES]
[OC]
Polluted Steam Rank 14ScalableSelect either Burn or Frostbite when acquiring this augment.
On Offensive Clash Win against a Target with the selected status, inflict Smoke equal to half of the stacks present before the clash.
172
[HB]
[ES]
[OC]
Polluted Steam Rank 28ScalableOn Offensive Clash Win against a Target with Burn or Frostbite, inflict Smoke equal to half of the stacks present before the clash, stacking if an enemy has both Burn and Frostbite at once.
173
[HB]
[ST]
[OH]
Smoke Veil4FixedWhen hit with an attack, you can choose to spend all stacks of Smoke on self to reduce incoming STG DMG by half the amount of stacks spent. If you do not have Smoke Immunity, you still take HP DMG from your Smoke as normal before this effect removes it.
174
[CR]
[ES]
[UQ]
Gauged Release2FixedWhenever you would 'expend all smoke' from an effect, you can choose how much you spend for that effect. (ex: using Fumigate, you choose to spend 5 Smoke instead of all 10.) This alters the results of the effect as normal.
175
[CR]
[ES]
[EOR]
Sublimation4FixedAt the end of the round, gain Smoke equal to the amount of Frostbite lost.
176
[CR]
[SP]
[EOR]
Soothing Mist2FixedAt the end of the Round, recover 1 SP for every 4 Smoke on the character.
177
178
Mark
179
[CR]
[UQ]
[UQ]
Target Definition2FixedWhen you Mark a target, you keep vision of that target as long as they are within 20 SQRs of you. Terrain and cover still interrupts Ranged Attacks as normal. This Augment does not grant any form of Mark by itself.
180
[CR]
[HP]
[AC]
Sniper's Mark4FixedAs an action you can Mark a target. When you Clash Win with a ranged attack against that target, you increase the damage dealt by the range between you and the target (+1 HP DMG per Square) as long as you are at least 4 squares away from the target. The target knows they are marked even if you are hidden, and this mark has no effects when within 4 squares of the target.
181
[CR]
[ES]
[AC]
Commander’s Mark4FixedAs an action you can Mark a target. When you or an ally hits the Marked target, the attacker gains 1 Poise. When rolling a Critical Hit against the Marked target, the attacker does not gain Poise from the corresponding hit, but rolls the damage as if they had +1 Critical.
182
[CR]
[UQ]
[AC]
Medic’s Mark4FixedAs an action, you may Mark a target. During your turn, you can spend 1 Reaction to use the Reduce Status Effect action on the Marked target regardless of distance.
183
[CR]
[ES]
[AC]
Crippling Mark4FixedAs an action, you can Mark a target. When inflicting Burn, Bleed, Frostbite, or Smoke, inflict 1 extra of each of these status effects. (Equivalent to [Status+] functionality)
184
[CR]
[MOVE]
[AC]
Puppeteer’s Mark4Fixed2
185
[CR]
[REACT]
[AC]
Retaliation2FixedWhen an enemy lands an attack on an ally, you may use a reaction to Mark that enemy. This cannot be used to change Mark targets if your Mark is already applied to a different enemy.
186
[CR]
[REACT]
[AC]
Retaliation (Supportive)2FixedWhen an enemy lands an attack on an ally, you may use a reaction to Mark that ally.
187
188
Combo
189
[CRE]
[ST]
[OH]
Adrenaline2FixedWhen getting hit by an attack, reduce the stagger damage by the amount of Combo you had at the start of the attack.
190
[HB]
[ES]
[OH]
Burst6FixedOn Clash Lose, rather than halving your Combo, only lose 2 Combo.
191
192
Assists and Sustains
193
[CR]
[UQ]
[AC]
Sharing Light2FixedUsing an Action, you can give 1 Light of your reserve to the reserve of another Ally that is in the same combat as you.
194
[CR]
[UQ]
[AC]
Sharing Light (Fast)2FixedAs a Free Action on Your Turn, you can receive 8 HP DMG of TRUE DAMAGE to transfer 1 Light of your reserve to the reserve of another Ally that is in the same combat as you.
195
[CR]
[ES]
[UQ]
Share Charge2FixedWhen your Weapon, Outfit, or Skill would have you Gain Charge, you may instead designate an Ally within 5 Squares to gain the Charge instead.
196
[CR]
[UQ]
[UQ]]
Undying6FixedIf you receive a Scar: You may restore half of your max Health and max Stagger instead of being incapacitated (once per mission). The Scar is still maintained.
Cannot be combined with Unrelenting or Persistance.
197
[HB]
[HP]
[UQ]
Persistence6FixedWhenever you are reduced to 0 HP, roll a d10. If the number rolled is less then or equal to [10 - twice the number of times you rolled for this effect before now], you don't roll on the Dying table or take a Scar, instead healing 20% of your Max HP and continue to act. Cannot be combined with Unrelenting or Undying.
198
[CR]
[MOVE]
[SOT]
March4FixedOn your turn, you may spend 1 reaction and N light to allow N allies to take 3 SQRs of movement in any direction, without proccing Opportunity Attacks. This movement is affected by Difficult Terrain.
199
[CR]
[MOVE]
[SOT]
March (Focused)4FixedOn your turn, you can spend a reaction and all of your remaining movement. One ally of your choice can immediately move an amount of squares equal to half the spent movement, without proccing Opportunity Attacks. This movement is affected by Difficult Terrain.
200
[CR]
[MOVE]
[SOT]
March (Variant)4NFixed, RepeatableOn your turn, you may spend 1 action and N light to allow 3N allies to take 2 SQRs of movement in any direction, without proccing Opportunity Attacks.
201
[CR]
[MOVE]
[AC]
Castling4FixedWhen you use the Protect Action and an ally is within a 2 Square Radius, you can move 1 Square towards them and move them to the Square you were originally in. This movement does not provoke Opportunity Attacks, but is affected by the user's Bind.
202
[CR]
[ES]
[SOT]
Set Example4FixedIf going first out of all allies, give all allies 1 Protection / Stagger Protection for the round. These buffs are not applied until you take your turn.
"Going first" includes instances where allies delay their turn until after yours.
203
[CR]
[UQ]
[OC]
Shield Bash4FixedOn Clash Win with Block Dice, you may lower the enemy's Initiative by 1 (once per enemy per combat). If an enemy would have even initiative with an ally after this effect, the enemy will take their turn after the ally.
204
[CR]
[HP]
[UQ[
Struggle Meal2FixedOnce after combat ends, you may turn up to 3 corpses into rations. These rations only have half the healing power of a normal one (1d2+1 HP or 5 HP during a short rest). Consuming one of these rations inflicts 1 SP damage. These rations cannot be sold, and expire at the end of the appropriate day/session.
205
[CR]
[ES]
[UQ]
Stalwart Wall6FixedAllies share your Protection/Stagger Protection stacks while they are within your Protect Action range.
206
[CR]
[UQ]
[AC]
Set Pace4FixedAs an action, you can increase one ally's initiative roll by 1 for the rest of combat.
This can be used up to [Justice] times in a single combat.
207
[CR]
[UQ]
[AC]
Weather-Proofed2FixedWhenever you use the Reduce Status action on an ally, you can also reduce [Justice] statuses on yourself, under the same rules as Reduce Status.
208
209
Sanity
210
[CR]
[SP]
[EOR]
Apathy4FixedAt 0 SP, you don’t immediately Panic, you instead panic at the end of your next turn. You may not be challenged on your Panic during the buffer turn, as you are not yet in a state of panic.
211
[HP]
[SP]
[SOR]
Insanity2NFixed, RepeatableYou start Each combat at 1 sanity, gain N sanity every clash win, and lose N sanity ever clash lose.
212
Rhythm
213
[HB]
[HP]
[OH]
String-like Tendons4FixedWhen hit by an attack that deals more than 1 HP damage, you may choose to trigger ONE "During one chosen movement" effect on your outfit and skill in use, then trigger that effect using your current movement.

(this triggers only effects that are set at clash lose)
214
[HB]
[UQ]
[OH]
Conductor's Beckoning8FixedWhen triggering the resonance effect of an Expressive weapon, the Character may instead choose to apply the effecr to an ally within 3 SQRs of self.
(attacks made in this way do not bypass the "once per target per round" restriction, and the ally must use this attack on the same Target that the Character resonated with)
(This Functional Part cannot be placed on pets)
215