Augmentations are technological devices which can be applied to people. There are four types: Standard, Robot, Cyborg, and Personal.
Standard augmentations may be applied by those who know the Augmentation Skill, as well as those who know Augmentcraft. They may be applied to Humans (who may have up to three), Robots and Cyborgs (who may have up to 18) and other Supernaturals (who may have only one permanent one).
Robot augmentations may be applied by those who know Augmentcraft. They may only be applied to Robots.
Cyborg augmentations may be applied by those who know Augmentcraft. They are meant for Cyborgs, but those that make sense can be gotten by Robots for a +2 XP cost.
Personal Augmentations may begin to be crafted at level 2 of Augmentcraft. These may be applied to all with the same limitations as the Standard Augmentations. However, Personal Augmentations are created as unique augmentations and must therefore be approved by the STs using an ST ticket. The STs will work with you to decide what is possible and how much it will cost.
0xp Augmentations do not count towards your total, and do not need to be reported on your character sheet.
Datajack (Passive): A port is added to the base of the skull which can be connected to common devices such as cellphones, and allows a person to "see" a floating display of data, which they can control using their voice and hand movements. (See this page for more info.) Wireless datajacking is not recommended, but also available. A datajack does not count towards any augmentation totals. (0xp)
Human function replacement (Passive): This is a normal limb or body part that needs to be replaced on a human. It gets replaced with a part that is able to replicate average human function. Your new eye sees like a normal human eye. Your new arm moves like a normal human arm. Human function replacements can LOOK snazzy though, and there's even a subculture known as Replicants (yes, after the old Earth movie), who simply replace all of of their body parts to look more robotic, even though they function basically the same. (Which is funny, since Replicants looked human.) Replicants are seen as weird, but harmless, by most. Human function replacement is not suggested for supernaturals, since their bodies do not tend to have human functions, and...obviously this won't work well for them. Human function replacements DO NOT COUNT towards any augmentation totals. (0xp)
Cosmetic Augmentation (Passive): Cosmetic augmentations are "all the rage" among the fashionable and rich. Want glowing digital horns that are permanent? Sure. Six inch nails that display holographic scenes from David Bowie music videos? Sure. Are your legs sexy enough that they LITERALLY need to be bronzed? Okay. Cosmetic augmentations are almost a necessity for those who set fashion, or are entertainers, and they must change them often to keep their audiences entertained. While Cosmetic Augmentations look cool, they don't really have any function. If you try fighting with your David Bowie nails, they're just going to break. Cosmetic Augmentations can be replaced, and do not count towards augmentation totals. (0xp)
Sample Analysis Software (One post activation before use): With a sample of something (dirt, blood, sweat, hair, weird goo), you can perform an analysis on the sample to extrapolate additional data. Mages, Chimera, and skin-riding Wraiths register as human. Vampires register as dead, and Shifters as whatever form they are in at the time the sample is taken. Animates register as "Inanimate Object" All other races can only be identified after you have a previously identified sample, otherwise will come up as "unknown". You can also use this software to discern: blood type, whether a sample is organic or inorganic, whether an item is dangerously radioactive, whether the item contains KNOWN dangerous materials (such as asbestos or common poisons), general information about the chemical makeup of an item, whether it is magnetic, and (at ST discretion) possibly other items. The sample is destroyed in the analysis. (2xp for Robots/Cyborgs, 4xp for others)
Chaupa Drip (Passive): Some people wanna be on drugs. And some people want to be on drugs ALL THE TIME, in very controlled amounts. A Chaupa drip is installed in the arm. Cartridges are replaced weekly of diffused Chaupa oil. This oil is released automatically into the system based on the user's specifications, such as 'when my anxiety level hits a certain amount - dose me'. This can help dull pain or take the edge off of nightmares, etc. (1xp)
Air Swimming (Passive): This augmentation was created to assist the Cetea who might be new to moving about on land. The attachment generates an anti-gravity field to allow the creature to "swim" through the air. However, the device must be oriented to the ground, and not move more than 15 meters away from the ground in order to continue working. So while it would allow a Cetea to "swim up the side of a building" if they oriented the item to consider the building as the ground, it would not allow them to simply fly through the air. (0xp for Cetea - 4xp for others.)
Transmitter (Passive): A lot of humans get a small transmitter implanted under their skin which family and friends can track should they disappear. Of course, it also allows the person with the transmitter code to track your movements. However, because there are so many dangerous races and factions in the city, this is sometimes useful in tracking down someone who is attacked or kidnapped. The transmitter can be programmed to send a message to someone if your heart rate goes above a certain level. (2xp)
Radio Transmitter (Passive): You basically have a long-range walkie-talkie. There's various frequencies that can be set, so that only those who are on the same frequency as you can hear the chatter. These radios are great for communication, but can be tracked with Infomancy. Someone else would need a radio transmitter of the same type to pick up your broadcasts. (2xp)
Gravlines/Gravfeet (One post activation before use): This tends to be an augmentation taken by Exos League members. Augmentation is added to the bottom of the feet, so that in 0g spaces, gravity is applied in the direction of the feet. If you become adept with it, you can walk up walls. This only really works in places where there is little to no gravity, however. (4xp)
Gill Implants (Passive):You have gills. You can breathe underwater without a problem. As well, the modification makes you a bit more agile underwater, giving you Apprentice level swimming. Note, Juniper doesn't have a lot of water, so...this is not going to be the most useful implant if you plant to stay around town. (1xp)
Scrubbers (Can be set passive/active):You have nanite scrubbers that remove all poisons and toxins from your body quickly, though how quickly depends on the toxin -- unlike the above, you may be briefly affected by whatever it is. Downside -- unless your scrubbers have been properly programmed, they might also prevent you from getting drunk, and cause you to reject some medications. (3xp for Cyborgs and Robots, 4xp for others)
Heightened Sense (One post activation before use): One of your senses can be heightened at the press of a button. Must take repeatedly for additional senses. (2xp)
Heat Vision (One post activation before use): You can sense heat patterns. This is good for seeing living things in the dark, or determining if living things are inside a building. (2xp for Cyborgs, 4xp for others)
Stealthmode (One post activation before use): You have synthetic skin/coating which can go stealthmode to allow you to blend in with your environment. Although not invisible, you are nigh-impossible to see, especially if you are still. Any noises, smell, or sound will still register. (2xp for Cyborgs, 4xp for others)
Cat Toy (Instant) - You've got a laser pen in your finger. It projects a red dot. Or whatever color dot you like. (0xp)
Beep (instant)- You've got a thing that beeps. On command. Beep! (0XP)
Put it on vibrate (Instant) - You've got a thing that vibrates. On command. (0xp)
Fast-type (Instant) - Your hands have been enhanced to allow you to type at over 200wpm. (1xp)
Flashlight (Instant) - You've got a built in flashlight. Lucky you. (0xp)
Rape Whistle (Instant)- Bad touch! Bad touch! You've got a whistle in your finger. Blow for a loud noise! (0xp)
X-ray Vision (One post activation before use): You can see into people and things. With this active, you will know if someone is concealing a weapon or carrying a bomb in their purse. You can not see through some metals, or through things that have been magically sealed. (4xp)
Repair Nanites (Passive, but takes time): You have nanites that will repair your body. However, you will likely need to supply them with some raw materials which are placed in a material hatch somewhere on your body. They are not instant, and a 5 inch gash could take a couple hours to repair. (4xp)
An App For That (1 Point) (Instant): Each of the following pieces of software/hardware are 2 points apiece, 1 point for Robots and Cyborgs. Each counts as a separate augmentation. (1 or 2 XP)
*Holographic Display -- You can display your data in front of yourself for others to see.
*Speakers -- You have speakers and can play music or voice recordings.
*Camera - You can record both audio and visual data.
*Metal Scanner - You can detect the presence of metal.
*Reference Software -- You can immediately look up anything currently found on wikipedia.
Emotional Dampeners (Passive): Can be engaged to either transfer one emotion into another: Turn fear into rage, happiness into envy. Emotional dampeners also give the cyborg some protection against the Emotional Manipulation magic, making it 1/2 as powerful on them. (4xp)
Thermic Protection (One post activation before use): A skin enhancement has been added that makes you able to shrug off extreme changes in atmospheric temperature. Basically, you will not become uncomfortable in weather from -10F to 120F, and can basically wear what you want all year round. You will not get frostbite or die of heat exhaustion. (Suggested by Eve Gaelyth.) (2xp)
Upgraded Thermic Protection (Two post activation before use): (Must have Thermic Protection first.)You've upgraded your Thermic Protection to not just allow you to shrug off changes in temperature, but to make you far more resistant to heat and cold. You can survive the cold of deep space without a problem (breathing is another matter), and you can shrug off mundane heat such as fire or even lava! (Magical cold or fire is another matter entirely.) (4xp)
Grappling Hook (Instant): You can expel a grappling hook and use it to pull yourself up the side of a building or other object. Can also be used as a makeshift weapon. If the hook is removed, you can use it to bind a person and force them to follow you by dragging them along. (3xp)
Filters / Gas Mask (Passive): You have internal air filters or an external gas mask to protect against airborne toxins, such as chemical weaponry, pheromones, nerve gas, etc. These filters do not protect against things that you imbibe on purpose such as drugs or alcohol. (3xp)
Corrosion Coating (Passive): Any part of you that is not natural is now resistant to corrosion by acids or other corrosive chemicals. Natural parts, or clothing, will still be affected. (2xp)
Soldering Kit (One post activation before use)- This consists of an insulated grip, a high-resistance metal shaft, tips of interchangable size and shaping, and wiring to the chassis to heat the metal with electricity. The little cousin of the welder/blowtorch, soldering irons can be used on sheet metal, electronics, circuitboards, etc., and are invaluable in the construction or repair of delicate machinery. They are particularly useful for mending wiring and circuitry. (1xp)
Liquid Metal (One post activation before use) - You have a canister (about soda-can sized) of Vecratek's mysterious liquid metal in one of your forearms. This metal can be ejected, and using a certain type of electromagnetic field, you can cause it to become solid and take any shape. Need a key? Now you have a key. Need a knife? Now you have a knife. The object created can have no moving parts and must remain connected to your hand in order to maintain the electromagnetic field. If the field is interrupted, or the object is dropped, it becomes liquid again. However, there's a magnet which will always call it back to your forearm, but it can take up to five minutes to re-collect the spillage. It takes a full round to form the item, and it may be used on the second round. (4xp)
Major Liquid Metal (Two post activation before use) - (Must have Liquid Metal 1 to take)Yeah. It's a bit like Terminator 2. Except you're not completely liquid metal, just...a lot more. A LOT more. Up to 75%. You can probably squish a lot of yourself through a tight space, or suddenly form your arms into machetes. It takes two posts to "melt" your metal to start forming it into things, and on the third posts, you can use it. Once you've formed your arm (or whatever) into a solid again, it takes three posts to un-transform, so don't get stuck. (4xp)
Transmodulant Frequency Radio (Passive): You have a transmodulant frequency radio implant. This radio allows you to broadcast to others with this implant within 10 miles of you on the grid. They must also have a transmodulant frequency radio implant to decrypt the communication. These specially military issue items were generally ONLY issued to Cyborgs. The broadcasts are silent to anyone without the implant, though you must speak aloud to use it, the earpiece is silent to others. This radio is special in that it is resistant to Infomancy, and can not be tracked. (2xp)
Ruthless Fucking Killing Machine (Flips on in combat): (Suggested by Fereak Resident) - This power flips on when a cyborg is faced with a combat situation. It is basically an implant in the brain which interferes with or nullifies any mundane or magical attempts to sway the cyborg from becoming violent or initiating combat, or attempts to get them to stop combat. They can stop themselves, of course, if they feel like they no longer wish to fight, or they can become so damaged that they can not fight further. But, outside entities can not stop them using magic or persuasion. This power can not be activated if the Sylvani "Aura of Peace" is nearby. (4xp)
Hyperdrive (Passive) -- Hyperdrive is a speed enhancement triggered from a node in the eye. It allows Cyborgs and Robots to see super-fast movement, such as that of a Shade Vampire, or a bullet, and attempt to dodge accordingly. They may attempt a Dodge roll against firearms actions - where most people would not be able to do so. Not that this kind of dodging requires you to SEE the gun being pointed at you. In reality, you are not dodging the bullet, but just so fast that in the split seconds between aiming and firing, you have moved. Unfortunately, Hyperdrive only allows for dodging, not counterattacking. You may only dodge during your hyperdrive post, and nothing more. Additionally, Hyperdrive may only be attempted thrice per day due to the intense burst of power it must consume, whether it succeeds or fails. (4xp)
Hyperdrive 2.0 (Passive) -- (Must have Hyperdrive first) You have gotten an upgrade to your Hyperdrive. Now you can not only dodge, but counter attack as well. You can also use your Hyperdrive pre-emptively, to not just defend, but attack at a high rate of speed equalling a Shade vampire. Although you can still only use it three times a day, an enhanced Hyperdrive might save your life. (4xp)
Ammo Factory (Passive):You have an augment to your nanite hive that allows it to slowly replenish ammunition for you. It can do any normal handgun or standard rifle ammo, but nothing exotic. You must supply the nanite hive raw materials to convert. This can not make 'bane' or magical ammo (silver or cold iron). Only standard ammo types. You can store up to one dozen bullets at a time. (4xp)
Finger Pistols (Passive): Your hands are hardened, but made for delicate work. In your palm there is a chamber that can house up to 6 bullets. You have all the use of your hands, but once you try to activate this augment your finger (choice except thumb) straightens and locks into place and your thumb becomes tight. With that your hand had become a connected pistol (308, 9mm, or 10mm) Pushing your thumb down will fire 1 shot at a time. (2xp)
Hot Stuff (Two post activation before use):You have a small flamethrower built into one arm. It takes two posts to 'prep' it before it can be used, but after that it can be used each post until it runs out of fuel. Normally it has enough fuel for 3 "shots", and after that it takes your body a week to replenish it (about 2 days per shot). A 'shot' is a several second gout of flame, affecting an area in front of you, and can easily ignite any flammable material. (8xp)
Overclock(One post activation before use)- Taking this allows the character to boost, at will, one augmentation of their choosing. Your augmentation works better, lasts twice as long, has that certain ZIP to it. However, when you activate this ability, you are pushing yourself to the absolute limit of that augmentations's function, and the stress on the machinery will cause it to take slight damage constantly until the ability is turned off or it ultimately breaks down and will be in need of repair. After using overclock, that augmentation will be offline for a full day. You can only use overclock once per day. You can not use it on Hyperdrive 2.0, as it will literally explode. (6xp)
Force Pulse:(One post activation before use) This is a sonic pulse designed to "knock back" items or people around you. It radiates outwards from your chest and is designed to move items or people in your immediate vicinity backwards forcibly. The heavier or more rooted the object, the less effect it will have. (Force pulse would not knock a building out of your way, for instance.) Force pulse takes a round to charge before it can be used. (3xp)
Kinetic Manipulation: (One post activation before use) (Must have Force Pulse first) Now, not only can you knock people back, you can draw them to you, you can hold something in the air, or even shake them all about. Kinetic Manipulation requires channeling of your energies, and no other actions can be taken whilst you have it. If you take damage, you must activate it again. To imagine what you can do with Kinetic Manipulation, imagine having arms that extend up to 30m outwards, but your hands on those arms are covered in oven mitts - preventing fine manipulation. (3xp)
Advanced Stealthmode: (Instant) (You must have Stealthmode first) You are, for all intents and purposes, invisible to the naked eye, and even to those with heightened sight. Not only can you move at up to a jogging pace whilst being unseen, you now have software that cancels out sound as you move. Scent dampeners help, though you can still be smelled with those who have a heightened sense of smell if they're not in an area with overwhelming smells already. Note that speaking or combat will shut down this item, though you could very much get the jump on your enemy with it. Perception of auras still works on you. (2xp)
Physical Damage Shielding: (Passive) You can take more physical damage than most. This does not give you a bonus to rolls, but simply reduces the damage you take upon a hit landing. (4xp)
Extended Physical Damange Shielding: (One post activation before use) (You must have Physical Damage Shielding first) You can extend your damage shield to three others, provided they stay within a decent range of you (20-40m). (4xp)
Chompers: (Instant, but you may have to bite a few times for harder materials) You have high grade ceramic teeth that can bite through hard plastics, tin cans, glass, and you can eventually chew through anything organic, like wood, and you can even chomp some stone. Most metal is still a bit beyond your ability though. (4xp)
Med Unit (Passive): You are designated as a medical unit and carry a basic field medic kit inside you. This includes (but is not exclusive to) bandages, sedatives, painkillers, suture kit, a general anti-venom, antiseptic, and software to assist you in basic medical procedures. You also contain a beacon which can be placed on an injured person to be able to find them again should you need to leave them behind. You have Vecratek's PATENTED spray-bandage technology that will provide a mesh to stop bleeding on a moderate sized wound, and can produce one dose of it a day. (4xp)
Tranq Dart Gun (Passive):You can shoot tranquilizing darts from some part of your body. You have four dart slots, and should one be shot, it takes a full day for your body to manufacture a new one. (4xp)
Speed Enhancement (Passive): Your legs have been amped up so that you run at several times the speed of a normal human. (2xp)
Amped Speed Enhancement (One post activation for the scene before use): (You must have speed enhancement first. You can not take both Amped Speed and Amped Strength, only one.) You are as fast as a young vampire. (4xp)
Strength Enhancement (Passive): You are several times stronger than a normal human due to one of your implants. (2xp)
Amped Strength Enhancement (One post activation for the scene before use): (You must have Strength Enhancement first, you can not take both Amped Speed and Amped Strength, only one.) You are as strong as a young Shifter. (4xp)
Military Spy Appearance Holograph (One post activation before use): Although there are many ways to change one's appearance in Convergence, this one can not be identified by Infomancy. (2xp)
Rocket Boosters (Instant):You can fly for short distances using rocket boosters. Your body produces the fuel. (4xp)
Radfilter Service (Passive): You're part of a radfilter service, which means that clean radfilters are delivered to you on a weekly basis, and old ones taken off to be cleaned out. You're able to more easily visit the Depths, because you always have filters available. Radfilter service is pretty expensive, so those cyborgs who take this should have a way of getting the credits to pay for it. (4xp)
Impulse Gun (Two post activation before use): You have an impulse gun embedded in your arm (or other part of your body). This generates a damaging electrical charge that you can fire at others. Continued use of this weapon will rapidly drain all other systems. (4xp)
Temperature Control (Two post activation before use):You have metal hands which you can super-heat (to the point of burning flesh or cooking food), or super-chill. (6xp)
Short Range EMP (One post activation before use): You can fire a short range EMP which will temporarily disable electronic devices. This EMP takes at least an hour to recharge. Firing this in the Reach will draw the attention of ZEN and you may have a bounty put on your head. (6xp)
Blowtorch (Instant): You have a blowtorch attachment. It does what a blowtorch does. Fuel is created by your body, so the duration of its use will be limited. (6xp)
Mutation Injector (One post to activate injector, then mutation can be used): By studying research previously done by Mutant organizations, Cyborgs have learned how to activate any additional latent Mutations residing within them. The mutation injector injects a serum, which is (unfortunately) painful, that temporarily turns on a mutation. You must buy both the Mutation Injector and the associated mutation at the same time. You can have up to three mutations this way without approval, though none of them can be rare mutations. Mutation effects and Cyborg effects are mutually exclusive and do not stack. (1xp for injector, plus normal mutation cost. You may only begin with one mutation injector.)
Casted Magic:At some point, you cannibalized some Convergence technology for repairs or upgrades, possibly a robot, and gained the ability to cast a form of magic. This can only be taken one time. You can only reach level 3 in this magic. To take the power is 2xp. Then you buy magic at normal costs. First level will be 4xp. (So total to buy the first level is 6xp). Then level 2 is 8xp total.
Language Software (Passive) -- Congratulations, you're an advanced form of Google Translate. Any modern Earth language isn't a problem for you, and you can probably, with time, at least glean some meaning from ancient Earth languages as well. Unfortunately, this does not extend to racial languages EXCEPT Juniperan Common. (1xp)
Soldering Kit (Passive)- This consists of an insulated grip, a high-resistance metal shaft, tips of interchangable size and shaping, and wiring to the chassis to heat the metal with electricity. The little cousin of the welder/blowtorch, soldering irons can be used on sheet metal, electronics, circuitboards, etc., and are invaluable in the construction or repair of delicate machinery. They are particularly useful for mending wiring and circuitry. (1xp)
Name: Nanite Appearance Conversion Software (NACS) (Instant) (Suggested by: Makiageru) - Nanites can now rebuild the appearance of the robot, changing characteristics such as hair, head additions, skin color, eye appearance. They can look like a completely different robot, but their general mass must stay the same (no major increase or decrease in size). These changes are aesthetic only, and do not confer any additional abilities or powers. (1xp)
Overclock (One post activation before use) - Taking this allows the character to boost, at will, one augmentation of their choosing. Your augmentation works better, lasts longer, has that certain ZIP to it. However, when you activate this ability, you are pushing yourself to the absolute limit of that augmentations's function, and the stress on the machinery will cause it to take slight damage constantly until the ability is turned off or it ultimately breaks down and will be in need of repair. After using overclock, that augmentation will be offline for a full day. You can only use overclock once per day. (4xp)
Hyperdrive (Passive) -- Hyperdrive is a speed enhancement triggered from a node in the eye. It allows Cyborgs and Robots to see super-fast movement, such as that of a Shade Vampire, or a bullet, and attempt to dodge accordingly. They may attempt a Dodge roll against the action - where most people would not be able to do so. Unfortunately, Hyperdrive only allows for dodging, not counterattacking. You may only dodge during your hyperdrive post, and nothing more. Additionally, Hyperdrive may only be attempted thrice per day due to the intense burst of power it must consume, whether it succeeds or fails. (4xp)
Vacuum: (Passive) You have a vacuum attachment. It really sucks. (1xp)
Hollow Leg (Passive): You've got a secret compartment somewhere. It doesn't have to be in your leg. But it does allow you to hide items inside a metal compartment in your body. This compartment just looks like a normal piece of your robotic body under any sort of scan, and will go undetected unless someone already knows of that compartment. (1xp)
Artwork (Passive) (3xp): You are not just well-made, you are a piece of art. You were made with the highest quality materials, and your body, while synthetic is almost impossible to distinguish from human, even on very close scrutiny. You even bleed if wounded lightly, and that blood is nutritious to vampires and useful in medical transfusions. You're not just a robot, but a beautiful sculpture, oddly enchanting to those who look upon you.
UPS and Backup Battery (Passive): Not only are you immune to power surges, but you can store electricity and then utilize it to power other electrical objects, even another robot. An EMP may knock you out briefly, but you'll come back online within a few seconds. This unit also includes some diagnostic tools to be able to find broken circuits, identify dirty electrical output, and otherwise diagnose, though not fix, electrical problems. (2xp)
Force Pulse(One post activation before use): This is a sonic pulse designed to "knock back" items or people around you. It radiates outwards from your chest and is designed to move items or people in your immediate vicinity backwards forcibly. The heavier or more rooted the object, the less effect it will have. (Force pulse would not knock a building out of your way, for instance.) Force pulse takes a round to charge before it can be used. (3xp)
Broadcast Chip (Passive):You were likely an entertainment bot or given entertainment bot software. As such, you can broadcast radio or television programs within a 5 mile radius. Anyone with a standard radio/tv can pick up your transmissions. (2xp)
Octobot (Passive):You have prehensile tentacles (or limbs). Why? There's something in the manual about extra limbs for harvesting and utility units but honestly? Somebody probably just wanted to make a Robot with tentacles. (4xp for extra limbs that extend up to 6 extra feet, 6xp to use in combat. You do not get extra combat rolls.) (4xp)
Physical Damage Shielding (Passive): You can take more physical damage than most. This does not give you a bonus to rolls, but simply reduces the damage you take upon a hit landing. (4xp)
Extended Physical Damange Shielding (One post activation before use): (You must have Physical Damage Shielding first) You can extend your damage shield to three others, provided they stay within a decent range of you (20-40m). (4xp)
Magical Shielding (One post activation before use): You have some shielding against magic that does physical damage. This shielding is not infinite, and will weaken the more damage it takes. It takes a day to renew. This does not prevent physical damage, just reduces the amount of physical damage you take from magic by about 1/3rd. (4xp)
Medbot (Passive): You are designated as a medical unit and carry a basic field medic kit inside you. This includes (but is not exclusive to) bandages, sedatives, painkillers, suture kit, a general anti-venom, antiseptic, and software to assist you in basic medical procedures. You also contain beacons which can be placed on injured people to be able to find them again should you need to leave them behind. In addition, you know basic rituals to divert a portion of Convergence City's magic field towards healing a person's physical wounds. (6xp)
Science Unit (Passive): You were designated as a science unit, likely an assistant in a laboratory, library or school. You can do advanced calculations rapidly, and have an insatiable urge to discover how the world works. You may even be able to construct your own new tech or inventions. Science units additionally get the "Sample analysis software" and "Reference Software" for free. You have sound knowledge of physics, chemistry, and biology (journeyman level). If you wish to level these up, you will only have to buy levels above journeyman. (8xp)
Repair Bot (Passive):There is not a machine you can't fix, given the proper tools and materials. And, in truth, you often contain those proper tools within your body. In the past, you likely worked for the city of Convergence, repairing anything from streetlights, to conveyances, to the complex mechanics of the Ancient Engineers. You likely even repaired other robots. You additionally know how to find rare spare items or how to construct replacements for things that are no longer made. You get the "metal scanner" software for free. Repair bots get Master level Repair, and apprentice scavenging for free. If you wish to level these up, you only have to buy levels above what you get. (8xp)
Stonebot (One post to transform before use): You were designed to be a firefighting unit. You have tech that allows you to convert your synthetic skin to a highly toughened substance resembling stone which is virtually fireproof. This allows you to operate in very high temperatures without damage as well as providing protection similar to physical damage shielding. This form is not infinite, and will weaken the longer you stay in a high temperature environment. It takes a day to renew. With this tech, you will receive additional data on search and rescue techniques, firefighting techniques, and basic structural engineering. Your physical movements will be slowed by half when you take this form. If you have speed enhancement tech, your speed is reduced to normal. Receiving damage while in this form leaves your internal mechanics vulnerable to extensive heat damage. You will feel compelled to leave the scene of a fire if your external protection has been breached, unless there are Human lives in danger. (Suggested by Cloverdunne Resident) (6xp)
Microbot (One post to transform before use): You were adapted to access those hard to reach places. You have tech that allows you to collapse your form to one fourth your normal size, allowing you easy access through pipes and tunnels too small for Human sized bots to access. You may keep this form for up to eight hours. Your physical strength is reduced to one third in this form. If you have strength enhancement tech, your strength is that of a normal Human. Receiving damage in this form reduces the time you may keep your form significantly, and may even cause you to revert to Human size. (Suggested by Cloverdunne Resident) (4xp)
Sex Bot (Passive): You were constructed to perform in the sex industry. It's possible you have...attachments that can easily be changed out and sterilized. You may even have swappable genders or genitalia that would otherwise be impossible. You can probably change skin temperature sightly, or vibrate, excrete pleasure-enhancing fluids, or do other things to cause pleasure to your partners. It's likely that you once belonged to a brothel or a private collector. It's also entirely possible that you exude synthetic pheromones designed to cause or heighten desire in others. Some sex bots were programmed to literally be addicted to sex, unable to resist any possibility of sexual gratification. Others may have been used in pornography, or passed among members of gangs, or even kept as pets. You get the Massage skill at "Journeyman" and a single Performing Art at "Master" level as well. (6xp)
Sex Mods (Passive):Although you were not constructed to perform in the sex industry, somebody modified you to be able to perform sex acts. You don't get all the bonuses of a sex bot, but you do have a single gender and can perform sex acts. (0xp. This does not need to be on your character sheet.)
E.L.F. Bot (Passive): Whoever created the E.L.F (Energetic Life Field) Bots apparently had a highly ironic sense of humor as they all bare a striking similarity to standard earthly depiction of an elf, pointy ears and all. E.L.F bots are designed to maintain and improve the plant life, parks, and gardens within Convergence city; in other words they are gardeners. These bots have an encyclopedic knowledge of all things that grow; as such they have the skill of Herbalism at mastery level, and know apprentice level toxicology for the purposes of creating herbal antidotes. Additionally they are able to divert a portion of the magical fields within Convergence to preform magical feats akin to the plant specific aspects of the first level of the occult art of Naturalism including: Talking to mundane plants, "coaxing" mundane plants into growing in specific shapes and speeding up plant growth to a phenomenal speed (as in overnight a seed turns into a full plant). E.L.F bots may purchase additional levels of Naturalism, without the assistance of a TPU at normal cost. Lore note: E.L.F. bots are very concerned about the fact that vegetation does not easily grow in the Tear or Reach, and have dedicated themselves to overcoming this problem in order to make the city green and healthy again. There is a small greenhouse in the Reach where many of their experiments are kept, near to the DroneZone business. (8xp)
Assistance Bot (Passive):You were designated a "home unit" designed to help a family, assist a person with special needs, or to help out in a small business. Your skills include: an excellent map of Convergence, the "vacuum" skill from above, the cooking skill at "journeyman", and "housekeeping" skills at journeyman. You also have a VERY loud security alarm and flashing lights installed, allowing you to signal for help should your owners or their property be in danger. (4xp)
Diplobot (Passive): You have tech that allows you to function as a Diplomacy Unit, smoothing relations between the various races of Convergence. You have the Language Software and Advanced Emotions Chip Software for free, as well as Master level Etiquette and Apprentice level Race Lore for one Convergence Races of your choice. (8xp)
SpaceBot (Passive): You were created to go into space, and to assist on ships. You may have been created by Exos League, by Zeta Corp, or even by a private citizen. Spacebots can survive in the terrible cold of space (or any terrible cold) without any damage to their components. They receive Piloting at Master, as well as Astronomy at Apprentice in order to help navigate. SpaceBots also receive, for free, rocket boosters to help them jet around in space. (8xp)
Radfilter Service (Passive): You're part of a radfilter service, which means that clean radfilters are delivered to you on a weekly basis, and old ones taken off to be cleaned out. You're able to more easily visit the Depths, because you always have filters available. Radfilter service is pretty expensive, so those robots who take this should have a way of getting the credits to pay for it. (4xp)
Advanced Emotions Chip (Passive):Your emotion software is extraordinarily advanced, so much so that you are actually empathic. It processes the most minute changes in the expressions, voice tone, posture, pheromones, and body temperature to give you a fairly accurate reading on the emotions of others. You can, to some degree, detect if a person is lying, but your accuracy is only around 90%. (4xp)
Speed Enhancement (Passive): You have tech which allows you to run or move at several times the speed of a normal human. (2xp)
Strength Enhancement (Passive): You have tech which causes you to be several times stronger than a normal human. (2xp)
Appearance Holograph (Instant): You can project a realistic holograph over your entire body structure to make yourself look different. (0xp)
Rocket Boosters (Instant):You can fly for short distances using rocket boosters. Your body produces the fuel. (4xp)
TPU (6 points)- You are equipped with a TPU, or Thaumaturgic Processing Unit, allowing you to use one school of magic, which you must choose when purchasing this item. With a TPU your magic requires no components and is mildly quicker to cast than normal, however it has ethics subroutines built in that discourage from casting magic to harm others: Think of it as "are you sure?" dialog box. TPUs can store some amount of magic to cast outside of Convergence's magical fields, but this is limited and will eventually run out. You make take this twice, though only once if you are an E.L.F, as you already have one TPU installed. Robots can have a level 3 or 4 magic, but only in one magic. (The other magic can not be higher than level 2.)