BF Augmentation

Bright Future Augmentations (Automail)

BF Manufacturers

Augmentation Installation

Physical Augmentation comes in two main flavors, some people install augmentations directly into their body, nerves directly wired in. Others prefer to install an Automail Port, which acts as a connection point for Augmentations, granting the amputee the ability to change their Augmentation without undergoing another surgery.

Augmentation Port

Cost: $10,000 (40W)
Effect: Allows the user to remove or attach an Augmentation as an action.
Details: Wired into the users nervous system and attuned with the user, an Augmentation Port must be installed if the user wishes to be able to swap Augmentations without needing surgery.

Augmentation/Port Installation Procedure

Cost: $12,500 (50W)
Effect: Install an Augmentation or a Port at a shoulder, hip, or eye socket.
Details: Surgeons fee’s, paying for the necessary pain killers and medication, OR fee’s, and a mess of other service charges. Having a friend perform the surgery for “free” will cut the cost in half $6,250 (25W), and providing your own OR and Tools reduces the cost to $2,500 (10W)

Augment Enhancements

Each Augmented limb can be layered with multiple enhancements. Enhancements can be added after the fact, as most don’t interfere with the function of the limb.

Combat Re-Enforcement

Cost: + $17,000 (68W)
Effect: Heavily re-enforced arm, requires a critical hit to damage this limb.
Details: A heavily re-enforced internal structure prevents the Augmentation from taking most damage.

Hazard Coating

Cost: + $8,700 (35W)
Effect: Gain Non-Combat Resistance: Acid, Fire, Cold, and Lightning for this limb. If three limbs have Hazard coating, you gain the resistances for combat.
Details: A light orange colored coating of the limb, usual resulting in a zebra or tiger stripe pattern, provides protection from some environmental hazards. Often used in industry, granting an extra level of protection to the wearer and preventing any serious injury for handling hazardous materials.

Razor Claws

Cost: + $9,700 (39W)
Effect: Unarmed attack enhanced to 1d6 slashing damage.
Qualities: Finesse, Light.
Details: Retractable Fingertip claws that allow the augment to look normal or protect themselves when otherwise unarmed.

Tele-Scriber Implant

Limb Restriction: Arm
Cost: + $5,000 (20W) + Cost of Tele-Scriber
Effect: Tele-Scriber is now build into the back of the forearm, allowing quick and easy access to Tele-Scriber functionality without needed to waste a hand on them.
Details: The Scriber screen projects over the skin, so when not in use the Augment looks normal. One of the most common enhancements to Augments.

Base Arm Augments

Starting limb, can have multiple Enhancements applied but only one Load Out.

Mechanical Limb

Cost: $28,200 (113W)
Details: A basic replacement for a lost arm or leg, lacking in the normal feel and look of the limb, it has a far more mechanical look and design.

Basic Limb

Cost: $42,000 (168W)
Details: A basic replacement for a lost arm or leg, feels and looks almost no different from the actual limb. Warm to the touch and covered in a synthetic skin like substance. When damaged, it’s more mechanical side shows. Load outs are well hidden.

Arm Augment Load Outs

Each standard limb can only hold one load out.

Suppression Arm

Cost: + $24,800 (99W)
License: Licensed. (Black Market + $10,400 (42W))
Effect: Internal Storage for one Pistol on a quick draw rail (Equip pistol as a free action), and one extra Magazine. Finger prints are conductive points, the Augmented can enable the Shock Suppression System, adding 2d8 shock damage and a Shock Save to unarmed melee attacks and for maintaining a grapple with the augmented limb. Using an internal power supply, the Suppression arm can deliver up to five shocks before the Power Pack needs to be replaced.
Shock Save: A single Constitution Save, only the effects of the lowest DC you fail come into effect.
DC 8: Gain Status Unconscious for 1d8 rounds, and a level of Exhaustion.
DC 10: Gain status Paralyzed for 1d8 rounds and a level of Exhaustion, make a roll at the end of your turn, DC 18 to clear Paralyzed status.
DC 12: Gain status Stunned for 1d6 rounds, make a roll at the end of your turn, Constitution DC 16 to clear Stunned status
DC 14: Gain status Incapacitated for 1d4 rounds, make a roll at the end of your turn, Constitution DC 14 to clear Incapacitated status.
Details: Chakain Police and some Body Guards use this arm to help suppress others in order to maintain safety and order. They require a Restricted License to purchase, due to the fact the user no longer leaves finger prints, those area’s of the digits have been replaced with metal contact points to administer shocks.

Climbers Arm

Cost: + $13,750 (55W)
Effect: Can launch a Grappling hook and steel wire 60 feet, lowering the DC to climb to Athletics DC 5 when using the grappling hook. Gain Advantage on Athletic checks when climbing normally and using the Grappling Hook to aid in climbing.
Details: Containing a grappling hook in the palm of the hand, it can assist not only in climbing but also in rappelling.

Blaster Arm

Cost: + $19,500 (78W)
License: Restricted. (Black Market + $7,450 (30W))
Effect: Arm transforms into a Lancer Cannon as a bonus action. While in cannon shape, the arm can’t be used as normal. Magazine recharges on a long rest if you’re attuned to the arm.
Details: A normal arm that contains an Automatic Rifle, the hand folds back to support the rifle barrel. Due to the needed transformation motion, the skin on the arm has distinct creases in the skin or metal.
Lance Rays: 2 rays
Damage: 2d6 Force + Dexterity/Intelligence bonus.
Attributes: Ammunition (Lance Rounds, 60/180 ft), Magazine (8), Semi-Automatic.

Buster Arm

Cost: + $32,200 (128W)
License: Military. (Black Market + $16,700 (66W))
Effect: Arm transforms into a Lancer Cannon as a bonus action. The arm can’t be used as normal while in weapon mode, it is strictly a weapon. The magazine recharges on a long rest if you’re attuned to the arm.
Details: A normal arm that contains a Lance Shotgun, the hand folds back to support the shotgun barrel. Due to the needed transformation motion, the skin on the arm has distinct creases in the skin or metal.
Lance Rays: 4 rays
Damage: 2d8 Force + Dexterity/Intelligence bonus.
Attributes: Ammunition (Heavy Lance Rounds, 15/45 ft), Magazine (3), Single.

Leg Augment Load Outs

Each standard limb can only hold one load out.

Hidden Storage Leg

Cost: + $13,200 (52W)
License: Restricted. (Black Market + $8,800 (35W))
Effect: Internal Storage for a single small weapon, usually a small blade, pistol or sawed off shotgun, as well as 4 small items, magazines of ammunition, small medical kits, potions. The Augmentation is re-enforced with led making it hard to magically detect items stored with in. Grants a + 10 to Slight of Hand to hide these items with in.
Details: The Smugglers dream. Enough storage for weaponry or contraband, and nearly undetectable except from the most scrutinizing of eyes. This makes the augmentation in high demand on the black market, but legal uses are almost completely restricted to military, government, and undercover officers.

BF Augmentation

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