Augments
Augments are modifications to your body and V.E.R.S.A. that provide you with additional power and versatility. Available Augments can be swapped out by a medical professional during any extended rest of several days or more. However, every Augment you equip requires Sync slots and when you are out of Sync, you can't equip any more Augments. You cannot have 2 or more instances of the same Augment active at one time.
Depending on your Lineage, Background, and Features, you'll have an amount of starting Materia with which to purchase Augments (any unspent Materia is lost). You can acquire and outfit yourself with additional Augments as the story progresses.
Depending on your Lineage, Background, and Features, you'll have an amount of starting Materia with which to purchase Augments (any unspent Materia is lost). You can acquire and outfit yourself with additional Augments as the story progresses.
This symbol indicates how much Materia it costs to create this Augment. A Forge and the Artifice proficiency are required to shape raw Materia into Augments. You may also purchase this Augment for the Materia cost listed here, plus however much the vendor decides to mark up the price by.
Materia costs stack with each Rank, meaning a Rank II costs twice as much as Rank I, Rank III costs three times as much as Rank I and so on. |
This symbol indicates how many Sync slots are required to equip the Augment. Each Augment equipped reduces your total Sync available, limiting the amount of Augments you can equip at one time.
Sync requirements stack with each Rank, meaning a Rank II needs twice as much Sync as Rank I, while Rank III needs three times as much as Rank I and so on. |
Ranks and Upgrades
Each Augment has 5 Ranks associated with it, indicated with Roman Numerals I-V. As an Augment's Rank increases, so too does its power and functionality. There are a number of things to remember about an Augment's Rank:
- Unless otherwise noted, the effects of a new Rank overwrite all the effects of previous Ranks.
- Materia costs and Sync requirements scale with Rank; an Augment that costs 100 Materia on Rank I costs 200 at Rank II, 300 at Rank III and so on. The same is true for Sync requirements; an Augments that takes up 1 Sync slot on Rank I takes 2 Sync at Rank II, 3 at Rank III and so on.
- One is required to upgrade through an Augment progressively, starting at Rank I and working up to Rank V.
- This means purchasing a Rank V Augment incurs all the costs of Ranks I - IV. For example: Rank V Autonomic Scanner costs 1500 Materia. 100 (Rank 1) + 200 (Rank 2) + 300 (Rank 3) + 400 (Rank 4) + 500 (Rank 5) = 1500. A quick way to figure costs:
- Cost for Rank 1 = Base Materia x 1
- Cost for Rank 2 = Base Materia x 3
- Cost for Rank 3 = Base Materia x 6
- Cost for Rank 4 = Base Materia x 10
- Cost for Rank 5 = Base Materia x 15
This small device regulates the flow of adrenaline, increasing the user's performance during times of heightened stress.
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The Aerial Mobility System is a set of thrusters, fins, and software designed to give V.E.R.S.A. the power of flight.
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An ocular implant constantly scans using specialized lenses, scanners, and computing software to analyze input.
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A small power generator provides extra energy to your V.E.R.S.A., giving you extra strength when depleted.
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Rank I
Increase your total DpB by 1. Rank II
Increase your total DpB by 2. Rank III
Increase your total DpB by 3. Rank IV
Increase your total DpB by 4. Rank V
Increase your total DpB by 5. |
Rank I
Gain Fly (2). You can fly when traveling to increase your Overland Travel speed by 10 miles per day. Rank II
Gain Fly (3). You can fly when traveling to increase your Overland Travel speed by 25 miles per day. Rank III
Gain Fly (4). You can fly when traveling to increase your Overland Travel speed by 50 miles per day. Rank IV
Gain Fly (5). You can fly when traveling to increase your Overland Travel speed by 100 miles per day. Rank V
Gain Fly (6). You can fly when traveling to increase your Overland Travel speed by 200 miles per day. |
Rank I
Gain Lowlight Vision; the ability to see without penalty in low-light conditions. Rank II
You gain Thermal Vision and can see the heat signatures of living creatures. Rank III
Gain Darkvision; the ability to see clearly in complete and total darkness. Rank IV
Your eyes can see frequencies that are normally invisible to the naked eye, allowing you to see invisible creatures as though they were not hidden at all. Rank V
You have Advantage on any Feat that relies on vision to search, scan, or analyze. |
Rank I
Increase your total Focus by 2. Rank II
Increase your total Focus by 4. Rank III
Increase your total Focus by 6. Rank IV
Increase your total Focus by 8. Rank V
Increase your total Focus by 10. |
A back-mounted rocket pack can thrust you forward with incredible speed, allowing you a quick and powerful charge.
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An array of software, firewalls, and security features for guarding against threats to your V.E.R.S.A.
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Part of your brain has been replaced with a sophisticated computer, allowing you to process and store more data.
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Cybernetic tools enhance the power of your muscles, increasing your strength and athletic ability.
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Rank I
You may spend 1 Focus to move 3 meters forward as a Minor Action; you must move in a straight line. Rank II
You may spend 1 Focus to move 4 meters forward as a Minor Action; you must move in a straight line, but may move one meter to either side at one point during the move. Rank III
You may spend 1 Focus to move 5 meters forward as a Minor Action; you must move in a straight line, but may move one meter to either side at two points during the move. Rank IV
You may spend 1 Focus to move 6 meters forward as a Minor Action; you must move in a straight line, but may move one meter to either side at three points during the move. Rank V
You may spend 1 Focus to move 8 meters forward as a Minor Action; you must move in a straight line, but may move one meter to either side at three points during the move. |
Rank I
Increase your Save by 1. Rank II
Increase your Save by 2. Rank III
Increase your Save by 3. Rank IV
Increase your Save by 4. Rank V
Increase your Save by 5. |
Rank I
Increase your Mind by 1. Rank II
Increase your Mind by 2. Rank III
Increase your Mind by 3. Rank IV
Increase your Mind by 4. Rank V
Increase your Mind by 5. |
Rank I
Increase your Body by 1. Rank II
Increase your Body by 2. Rank III
Increase your Body by 3. Rank IV
Increase your Body by 4. Rank V
Increase your Body by 5. |
Your V.E.R.S.A. is insulated to protect against extreme heat, cold, and a number of other environmental threats.
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Your V.E.R.S.A. is shielded against hazardous radiation, protecting you from the power of the atom.
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Specialized cameras and projectors allow you to record and playback data as holographic projections.
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A series of servos and shock absorbers that absorb the kinetic energy from a fall, rendering it harmless.
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Rank I
Gain 1d6 Elemental Damage Resistance. Rank II
Gain 2d6 Elemental Damage Resistance. Rank III
Gain 3d6 Elemental Damage Resistance Rank IV
Gain 4d6 Elemental Damage Resistance. Rank V
Gain 5d6 Elemental Damage Resistance. |
Rank I
Gain 1d6 Hazard Damage Resistance. Rank II
Gain 2d6 Hazard Damage Resistance. Rank III
Gain 3d6 Hazard Damage Resistance. Rank IV
Gain 4d6 Hazard Damage Resistance. Rank V
Gain 5d6 Hazard Damage Resistance. |
Rank I
You can record and playback simple holographic projections that fill a 1 x 1 meter area and can play as a static image or in a 10 second loop. Rank II
You can record and playback holographic projections that fill a 3 x 3 meter area and can play as a static image or in a loop up to 5 minutes long. Rank III
You can record and playback holographic projections accompanied by stereo surround sound that fill a 5 x 5 meter area and can play as a static image or in a loop up to 10 minutes long. Rank IV
You can record and playback holographic projections accompanied by stereo surround sound that fill a 10 x 10 meter area and can play as a static image or in a loop up to 30 minutes long. Rank V
Same as Rank IV, but your projections are no longer holographic; they are comprised of Hard Light and can interact and be interacted with as though they were tangible real-world objects. |
Rank I
Ignore the first 10 meters of falling damage. Rank II
Ignore the first 25 meters of falling damage. Rank III
Ignore the first 50 meters of falling damage. Rank IV
Ignore the first 100 meters of falling damage. Rank V
Ignore the first 200 meters of falling damage. |
This device is housed inside the V.E.R.S.A., offering a quick shot of medicine when it detects the host is in danger.
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A host of weapons are housed within your V.E.R.S.A. You may take this Augment multiple times, once per weapon. The Materia cost of this Augment is 100 (per Rank) plus the cost of the integrated weapon.
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Rocket thrusters mounted to the back and feet of your V.E.R.S.A. allow you a high vertical leap.
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Small multi-directional thrusters built into your V.E.R.S.A. allow you quick, sudden changes in direction.
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Rank I
Store one use of a single Med in the Injector: you may use this stored Med as a Free Action. A Full Rest is required to refill the Injector. Rank II
Store one use of up to two different Meds in the Injector: you may use the stored Meds as a Free Action. A Full Rest is required to refill the Injector. Rank III
Store three uses of a single Med in the Injector: you may use the stored Meds as a Free Action. A Full Rest is required to refill the Injector. Rank IV
Store two uses of up to two different Meds in the Injector: you may use the stored Meds as a Free Action. A Full Rest is required to refill the Injector. Rank V
Store three uses of up to two different Meds in the Injector: you may use the stored Meds as a Free Action. A Full Rest is required to refill the Injector. |
Rank I
Integrate a Common weapon into your V.E.R.S.A. Rank II
Integrate an Uncommon weapon into your V.E.R.S.A. Rank III
Integrate a Scarce weapon into your V.E.R.S.A. Rank IV
Integrate a Rare weapon into your V.E.R.S.A. Rank V
Integrate a Mythic weapon into your V.E.R.S.A. |
Rank I
Gain Jump (2). Rank II
Gain Jump (4). Rank III
Gain Jump (6). Rank IV
Gain Jump (8). Rank V
Gain Jump (10). |
Rank I
Speed +1. Once per Scene, you can move 1 meter in any direction as a Free Action. Rank II
Speed +2. Twice per Scene, you can move 1 meter in any direction as a Free Action. Rank III
Speed +3. Three times per Scene, you can move 1 meter in any direction as a Free Action. Rank IV
Speed +4. Four times per Scene, you can move 1 meter in any direction as a Free Action. Rank V
Speed +5. Five times per Scene, you can move 1 meter in any direction as a Free Action. |
Your suit projects a barrier that absorbs and re-directs kinetic energy, reducing incoming damage to you.
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Detailed volumes of information on a topic are downloaded directly into your suit's brain.
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Cybernetic enhancements to the limbic system allow for a greater range of social interactions and awareness.
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A host of medical diagnostics, tools, and drugs are built into this compartment to keep you in top health at all times.
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Rank I
Gain 1d6 Physical Damage Resistance. Rank II
Gain 2d6 Physical Damage Resistance. Rank III
Gain 3d6 Physical Damage Resistance. Rank IV
Gain 4d6 Physical Damage Resistance. Rank V
Gain 5d6 Physical Damage Resistance. |
Rank I
Gain one new Proficiency. Rank II
Gain two new Proficiencies. Rank III
Gain three new Proficiencies. Rank IV
Gain four new Proficiencies. Rank V
Gain five new Proficiencies. |
Rank I
Increase your Heart by 1. Rank II
Increase your Heart by 2. Rank III
Increase your Heart by 3. Rank IV
Increase your Heart by 4. Rank V
Increase your Heart by 5. |
Rank I
Recover 10 HP during every Short Rest you take. Rank II
Recover 20 HP during every Short Rest you take. Rank III
Recover 30 HP during every Short Rest you take. Rank IV
Recover 40 HP during every Short Rest you take. Rank V
Recover 50 HP during every Short Rest you take. |
An enhancement to your central nervous system allows you to perform with more grace, skill, and dexterity.
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A Virtual Intelligence within your suit performs rapid calculations to predict and help you avoid danger.
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Your V.E.R.S.A. features a strong and dextrous tail that can act as an extra appendage for new utility.
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This microchip greatly enhances your "luck" as it analyzes available data to predict the future.
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Rank I
Increase your Skill by 1. Rank II
Increase your Skill by 2. Rank III
Increase your Skill by 3. Rank IV
Increase your Skill by 4. Rank V
Increase your Skill by 5. |
Rank I
Negate one instance of Advantage you grant an enemy each Scene. Rank II
Negate two instances of Advantage you'd grant enemies each Scene. Rank III
Negate three instances of Advantage you'd grant enemies each Scene. Rank IV
Negate four instances of Advantage you'd grant enemies each Scene. Rank V
Negate five instances of Advantage you'd grant enemies each Scene. |
Rank I
Gain one prehensile tail that acts as an extra arm to hold, wield, or carry any items you can. Rank II
As Rank I; your Prehensile Tail has 2 AP during your turn to act on its own accord. Rank III
You have two Prehensile Tails, each with 2 AP to act on their own. Rank IV
You have three Prehensile Tails, each with 2 AP to act on their own. Rank V
You have four Prehensile Tails, each with 2 AP to act on their own. |
Rank I
Start each day with an additional 1 Karma. Rank II
Start each day with an additional 2 Karma. Rank III
Start each day with an additional 3 Karma. Rank IV
Start each day with an additional 4 Karma. Rank V
Start each day with an additional 5 Karma. |
Nascent psychic abilities are amplified by this system of neural enhancers built into your V.E.R.S.A.
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Alpha and Beta waves radiate from your V.E.R.S.A., weakening the power of incoming psychic attacks.
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Carbon scrubbers recycle the air you breathe, allowing you to continue breathing underwater or in a vacuum.
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A miniature shield generator is built into your V.E.R.S.A., wrapping you in a protective field of repellant force.
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Rank I
Gain a Schema of your choosing on Rank I. Rank II
The Schema you choose at Psionic Amplifier Rank I increases to Rank II. Rank III
The Schema you choose at Psionic Amplifier Rank I increases to Rank III. Rank IV
The Schema you choose at Psionic Amplifier Rank I increases to Rank IV. Rank V
The Schema you choose at Psionic Amplifier Rank I increases to Rank V. |
Rank I
Gain 1d6 Mystic Damage Resistance. Rank II
Gain 2d6 Mystic Damage Resistance. Rank III
Gain 3d6 Mystic Damage Resistance. Rank IV
Gain 4d6 Mystic Damage Resistance. Rank V
Gain 5d6 Mystic Damage Resistance. |
Rank I
You can breath for up to 1 hour at a time in the absence of breathable air. Rank II
You can breath for up to 3 hours at a time in the absence of breathable air. Rank III
You can breath for up to 6 hours at a time in the absence of breathable air. Rank IV
You can breath for up to 12 hours at a time in the absence of breathable air. Rank V
You can breath for up to 24 hours at a time in the absence of breathable air. |
Rank I
Gain 5 Shields at the start of every Scene. Rank II
Gain 10 Shields at the start of every Scene. Rank III
Gain 15 Shields at the start of every Scene. Rank IV
Gain 20 Shields at the start of every Scene. Rank V
Gain 25 Shields at the start of every Scene. |
A retractable grappling hook launched at high speeds allows you great mobility and added utility.
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Smart Armor uses a magnetic ferrofluid to brace against impact and move extra plating to vulnerable areas.
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Your V.E.R.S.A. is coated in a mesh of solar batteries that constantly absorb energy to replenish your suit's reserves.
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Using refractive light technology, your suit is able to become completely invisible at will.
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Rank I
Use a Standard Action to launch the Skyhook up to 5 meters into target object; pull yourself into a space adjacent to an object heavier than you or pull an object lighter than you into an adjacent space. Rank II
Use a Standard Action to launch the Skyhook up to 10 meters into target object; pull yourself into a space adjacent to an object heavier than you or pull an object lighter than you into an adjacent space. Rank III
Use a Standard Action to launch the Skyhook up to 15 meters into target object; pull yourself into a space adjacent to an object heavier than you or pull an object lighter than you into an adjacent space. Rank IV
Use a Standard Action to launch the Skyhook up to 20 meters into target object; pull yourself into a space adjacent to an object heavier than you or pull an object lighter than you into an adjacent space. Rank V
Use a Standard Action to launch the Skyhook up to 25 meters into target object; pull yourself into a space adjacent to an object heavier than you or pull an object lighter than you into an adjacent space. |
Rank I
Add 1d10 to your pool of Resolve. Rank II
Add 2d10 to your pool of Resolve. Rank III
Add 3d10 to your pool of Resolve. Rank IV
Add 4d10 to your pool of Resolve. Rank V
Add 5d10 to your pool of Resolve. |
Rank I
Absorb 1 hour of Energy for every 6 hours spent in direct sunlight. Rank II
Absorb 1 hour of Energy for every 5 hours spent in direct sunlight. Rank III
Absorb 1 hour of Energy for every 4 hours spent in direct sunlight. Rank IV
Absorb 1 hour of Energy for every 3 hours spent in direct sunlight. Rank V
Absorb 1 hour of Energy for every 2 hours spent in direct sunlight. |
Rank I
You can make a Feat to become Hidden without breaking line of sight. Rank II
Same as Rank I. Moving more than 2 meters at a time while Hidden does not break stealth. Rank III
Same as Ranks I and II. Enemies have Disadvantage to detect you while you are Hidden. Rank IV
Same as Ranks I, II, and III. Whenever your Hidden condition would end, you may Save to remain Hidden. Rank V
Same as Ranks I, II, III, and IV. The Stealth Field Generator makes you truly Invisible instead of Hidden (replace all instances of the word "Hidden" in this Augment with "Invisible"). |
A special compartment built into your V.E.R.S.A. permanently increases your carrying capacity.
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A thin mesh of nigh-unbreakable polymers woven just beneath the surface of your armor.
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Your Heads-Up Display shows an array of information about the target and targeting icons to insure attack accuracy.
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This device translates spoken language in real time into your ear as it is spoken and out of your mouth as you speak.
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Rank I
Gain 2 more blocks of Storage (even when you aren't wearing your V.E.R.S.A.). Rank II
Gain 4 more blocks of Storage (even when you aren't wearing your V.E.R.S.A.). Rank III
Gain 6 more blocks of Storage (even when you aren't wearing your V.E.R.S.A.). Rank IV
Gain 8 more blocks of Storage (even when you aren't wearing your V.E.R.S.A.). Rank V
Gain 10 more blocks of Storage (even when you aren't wearing your V.E.R.S.A.). |
Rank I
Increase your Defense by 1. Rank II
Increase your Defense by 2. Rank III
Increase your Defense by 3. Rank IV
Increase your Defense by 4. Rank V
Increase your Defense by 5. |
Rank I
Increase your total Combat by 1. Rank II
Increase your total Combat by 2. Rank III
Increase your total Combat by 3. Rank IV
Increase your total Combat by 4. Rank V
Increase your total Combat by 5. |
Rank I
Gain proficiency in one language of your choice. Rank II
Gain proficiency in three languages of your choice. Rank III
Gain proficiency in six languages of your choice. Rank IV
Gain proficiency in ten languages of your choice. Rank V
Gain proficiency in fifteen languages of your choice. |
Your V.E.R.S.A. uses this pnuematic system to evenly distribute and diffuse harm throughout the armor.
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Your armor can be remotely controlled and even run on auto-pilot, allowing you to fight as a team of two.
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A host of small drones accompany your V.E.R.S.A. and can be commanded up to 100 meters away. Gain one Drone of your choosing for each Rank you have.
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A Virtual Intelligence lives within your V.E.R.S.A. and helps you pilot the armor, increasing your efficiency.
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