ENGINEER

AUGMENTED

Integrate weaponry and sensors into your own body

"Flesh is a Flawed Framework"

To most Augmented, the biological body is a placeholder, a crude prototype awaiting replacement. They believe the future lies in perfect integration: human (or alien) thought, merged with machine precision. Not enslaved by tech, but transcending through it.

They chase the Singularity not as a myth, but a destination. Some slowly replace their organs. Others run neural subroutines in parallel to their minds. The most radical dissolve their physical forms entirely, existing as ghosts in synthetic shells, data-streaming across space.

But beneath the steel is still a person, driven, flawed, and deeply aware that the final upgrade may be the last piece of their original self.

The Augmented is the Engineer’s answer to the question: “What if the soldier was the weapon?” These are individuals who have gone beyond the limits of flesh, upgrading their minds and bodies with cybernetics, hardwired reflexes, and combat-ready augment sockets.

often found on derelict starships, under irradiated domes, and inside the choking tunnels of machine-run fortresses, the Augmented are deployed as tactical problem-solvers, equal parts sniper, technician and walking command node. Every limb is optimized. Every eye enhanced. Every second of hesitation replaced with predictive computation.

They don’t reload. They reroute.

Whether patching a firewall mid-firefight or calling down drone strikes while deflecting suppressive fire with a micro-shield, the Augmented redefine battlefield control. They don’t just use tech, they live in it. Speak through it. Think faster than the opposition can act.

To civilians, they’re unsettling shadows of what humanity could become. To enemies, they’re precision-death with a built-in power source. To their teams?

They’re the quiet hum before something beautiful and lethal happens.

LEVEL 1

Augmented Interfaces

"Muscle memory? I replaced that three upgrades ago."

— Technician Vahl, Augment Pioneer Unit, Red Spire Enclave

Your systems aren’t merely compatible—they're custom-wired for high-speed combat integration. Augmented Interfaces represent the seamless union of man and machine, allowing you to wield advanced technology like it’s part of your own nervous system. Whether you're firing an internalized railgun or overriding a power node mid-skirmish, your implants sync with deadly precision.

Where others grip a weapon, you interface with it. Every Augment is not just a tool—it's an extension of you.


You may attach and wield any item or weapon with the Augmented keyword. These are considered hard-wired into your body.

All Augments and Cores cost 15% less to purchase or install.

Once per turn, you may spend 1 Energy to reflip a failed Flip involving an Augment—this includes Attacks, Actions, and Checks.

This reflip must be used after the Flip result, and the second Flip must be taken.

This represents your neural system performing a micro-adjustment, recalibrating on-the-fly.

Flux Core Reactor

"Why stop when the reactor kicks harder under pressure?"

— Overseer Yil-3, Augment Design Lead, Cradle of Steel

At the heart of every true Augmented lies a miniaturized, adaptive energy core—a reactor that thrives in stress and feeds off combat engagement. The more power you push through your system, the more your core stabilizes and pulses it back. This creates a feedback loop of momentum, letting you outlast and outgun opponents in extended firefights.

The Flux Core Reactor rewards aggressive energy use and high-pressure performance, turning each offensive burst or critical success into fuel for the next action.


Overdrive Recovery – When you spend 5 or more Energy in a single turn, regain 1 Energy at the start of your next turn.

Critical Surge – When you get a Critical Success on any Attack or Skill check, immediately regain 1 Energy.

Stability Protocol – If an effect would reduce your Energy Recharge Rate, increase your Energy Recharge rate by 1.

Redundant Systems

Energy Cost: 2

"One failure is survivable. Two is expected. Three? That’s just Thursday."

— Senior Engineer-Knight Aelo, 4th Augmented Warfront

The Augmented don’t rely on luck or single points of failure. Their systems are layered, looped, and fail-safe reinforced. Whether it’s a kinetic strike, EMP burst, or rogue code spike, their bodies are rigged with countermeasures to keep them standing when others fall.

Redundant Systems represents your class’s signature durability—not through brute toughness, but by staying online when you shouldn’t be.


Failsafe Protocols

When you would be Stunned, Paralyzed, or Knocked Prone, you may spend 2 Energy to ignore the effect entirely.

Once per long Rest, when you would drop to 0 HP, you instead remain at 1 HP and avoid falling unconscious.

You have Advantage to effects that would shut down or disable technology, such as EMPs, Void Disruptions, or Hack-based shutdowns.

LEVEL 2

Cybernetic Adaptability

Through countless field calibrations and high-stress engineering, your body has begun to interface with machines on an instinctual level. No more manual overrides, no more plugging in—you’ve evolved beyond tools. Now, you are the tool.


You gain Advantage on all 'Hacking', 'Repair', and interface-related skill checks

You may now wirelessly connect to nearby electronic systems within 15ft, as long as:

They are unsecured, unguided, or

You have previous access or authorization (e.g., coded implants, pre-linked devices)

Integrated Weapon Systems

After repeated augmentation, your body has begun to blur the line between operator and ordinance. What once required assembly and effort is now hardwired—folded into muscle, bone, and thought. Whether it's a pulse blaster in your wrist or a blade mounted to your forearm, you no longer carry weapons.


You may integrate one weapon with the 'Integrated Weapon Systems' requirement into your body for free

This weapon is treated as a normal Augmented Weapon

It is always available, even when disarmed or stripped of gear

This integrated weapon does not count against your Augment Socket limit

Survival Protocol

"Oxygen’s a luxury. I run on code now."

— Engraved on the interior plating of Augmented Vorx-11

Extreme environments are no longer death sentences—they’re just variables. Your cybernetic systems have evolved a low-power metabolic fallback, allowing you to outlast threats that organic lifeforms cannot. When others gasp, freeze, or burn, you simply hibernate within yourself, systems dimmed to the bare minimum, waiting to reboot with purpose.


You may enter a low-power metabolic state to survive without oxygen (e.g., vacuum, deep space, toxic gas)

While in this state, you engage 'Reserve Energy(1)'

Every 10 minutes, your Reserve Energy amount is doubled

This stacks cumulatively (e.g., 1 → 2 → 4 → 8, etc.) up to a maximum equal to your base Energy Capacity

Can be interrupted or exited as a Quick Action

LEVEL 3

Advanced Sensory Suite

"What I see isn’t just the world—it’s how to break it."

— Eris-6, after penetrating six walls and a lie

Whether born of layered implants, Void-synced neurotech, or obsessive self-upgrades, your sensory capacity has surpassed baseline limits. You now process stimuli beyond human scope, reacting to data before others even realize it exists.


Choose one of the following sensory augmentations:

Augmented Cognition

You can process information at enhanced speed

Gain Advantage on all Intelligence-based knowledge checks

Includes: Engineering, Void Theory, Languages, Trap Design, Tactical Planning, and more

Echo Mapping Sonar

Twice per long Rest Emit a silent sonar pulse (100ft radius)

Reveals room layout

Detects living creatures, even through walls or cover

Once per long Rest, you gain Advantage on a Tracking or Perception check

Omni-Vision Optics

Gain Blindsense up to 20ft**

Can see through thin surfaces (up to 2ft thick, non-lead)

Once per Long Rest, you may:

Analyse a hidden mechanism or enemy weak point

Gain +2 to your next relevant flip involving that target (attack, disarm, disable, etc.)

Limb Detachment Protocol

"Some people lose an arm and panic. I lose mine on purpose."

— Senior Engineer-Knight Aelo, 4th Augmented Warfront

Through modular augmentation and neural rerouting, your limbs have become autonomous sub-units—tools of infiltration, utility, and occasionally comedy. With a simple thought, you can send part of yourself crawling into danger while your main body remains comfortably elsewhere.


You may detach your arm or hand as a Quick Action

The detached limb can move independently for up to 10 minutes

You may see and hear through its integrated sensors, functioning like a remote drone

While detached:

You cannot use any Augments installed in that limb


Detached Limb Stats

Energy: 2

Movement: 15ft per round

Duration: Until depleted or 10 minutes pass

Once all Energy is used, the limb becomes dormant and must be retrieved manually

has Advantage on all Hide and Stealth checks

Modular Arm Tool

"Why carry a toolbox when I can be one?"

— Riven Korr, just before welding open a vault with their fingertips

After years of fine-tuning your augment interface, your dominant hand is no longer just a limb—it’s a shapeshifting precision instrument. A single thought refocuses tendons into micro-tools, reshapes fingertips into lockspinners or welding rigs, and adapts to whatever the task demands.


our hand can transform into a versatile multi-tool as a Quick Action

You can instantly access:

Lockpicks

Welding torches

Repair rigs, interface jacks, and other mechanical tools

You gain Advantage on all:

Repair checks

Lockpicking checks

LEVEL 4

Conductive Surge Lattice

"Electricity doesn’t care about loyalty—it just finds the next fool in line."

— Augmented Vekk Aruun, post-stormfield prototype test

After installing hyper conductive channelling nodes and arc-path regulators, your energy weapons have become more than tools—they're living lightning nets. Voltage dances between enemies, leaping from armour to bone, from metal to flesh.


Weapons with the Arc keyword now Chain to 2 additional targets within 15ft of the original target

Chained targets each suffer half damage from the original attack

Damage type remains the same as the original weapon (typically Energy or Plasma)

Cannot chain to the same target twice in one flip

Improved Flux Core Reactor

"Why waste heat when I can turn it into momentum?"

— Technician Vahl, Augment Pioneer Unit, Red Spire Enclave

Your internal reactor has evolved past volatility—what once surged randomly now cycles with purpose. Every critical strike reroutes kinetic backlash into raw power, feeding directly into your core. The system doesn’t just sustain itself now.


Your 'Flux Core Reactor' now restores 2 Energy on a Critical Success

(Instead of 1)

This applies to all effects and flips that would normally trigger the Flux Reactor’s energy return

All Augmented Weapons you use gain 'Critical Range(+2)'

Power Core Regulation

"Everyone else has limits. I just rewrote mine."

— Final entry of Varn Ix, post-core detonation

After cycles of stress-testing and near-critical overloads, your internal power systems have adapted—stabilizing flux surges, rerouting thermal feedback, and storing excess charge with near-perfect efficiency. You've gone from "power-hungry" to power-sustained.


You may now store +4 Energy above your normal Energy Capacity

Example: If your max Energy is 8, you can now store up to 12

When you would be reduced to 0 Energy, you instead remain at 1

LEVEL 5

Core Processors

"A lesser mind runs on instinct. I run on architecture."

— Sol Veyr, after singlehandedly rerouting a station’s defense grid through their spinal bus

Your systems have reached the threshold where a standard augment slot no longer suffices. You’ve reforged your neural backbone and thermal matrix into a dedicated augmentation node—a Core slot designed for high-intensity, system-defining upgrades.


You may now install one Core Augment into your system

This Augment type becomes a permanent part of your architecture and functions without occupying standard augment sockets

Cores are unique, powerful, and often alter fundamental mechanics of your build or combat style

Improved Adaptability

"Distance is no longer a barrier—just another parameter I’ve optimized."

— Augmented Kel Synn, after syncing to an entire outpost from across the canyon

Your internal antenna arrays and neural sync ports have been enhanced with signal amplification, packet compression, and failover bypass relays. What once required proximity now functions with near-instant connection across the battlefield.


Your Cybernetic Adaptability range increases from 15ft → 30ft

Once per long Rest, you may remotely disable or overload a basic electronic device (e.g. cameras, drones, turrets) within range as a Quick Action

Requires a successful Hacking Check

On success, device is disabled or redirected for 1 minute

Improved Statistic

"Your edge isn’t always a weapon. Sometimes, it’s just being better than you were yesterday."

— Universal Tactica, Entry 5.01: Growth Beyond Gear

Every cycle survived, every challenge overcome, every system pushed to its limit—it adds up. Whether your body has hardened, your mind sharpened, or your instincts honed, you've reached a new threshold. This isn’t just improvement.

This is advancement.


Increase any one Statistic by +1

You may not exceed the stat cap of 6

This increase reflects physical, mental, or cybernetic growth—interpret freely during character development

LEVEL 6

Improved Augment Sockets

"A smarter socket is worth more than a second arm."

— Chief Engineer Torkel

# Improved Augment Sockets

Through internal reconfiguration and smart routing, your installed augments now operate at a fraction of their original system cost.


All Augments are now 25% cheaper in terms of Energy cost

This applies to both core and external augments, but cannot reduce cost below 1

Overclocked Systems

Action
Energy Cost: 4

"Speed isn't optional. It's survival."

— Overclock Doctrine 3.2

Push your system to its limits, unlocking reserve functionality at a cost. Your actions accelerate, and your energy reserves expand to keep up.

You may take one additional Action this turn by spending 4 Energy

Your maximum Energy Capacity increases by +3 permanently

Using this action does not grant an extra Reaction

Specialized Utilities

"Anticipation is everything. I see the fight before it begins."

— Combat Engineer Ruvin Sayel

Specialized tactical software uploads enable you to gather battlefield intel, anticipate enemy behaviour, and respond with calculated precision.


You gain access to one of the following tools:

Omni-Key System

You have an integrated hacking module, allowing you to bypass most standard electronic locks and computers within 15ft as a Quick Action (tn14 Hacking).

Tactical Engineering Suite

You have built-in nanite repair tools, allowing you to Repair or modify weapons, armour, and tech-based objects twice as fast and with Advantage.

Once per long rest, you can restore 2 Energy to an ally's system.

Deployable Micro-Drone

You have a palm-sized reconnaissance drone that you can deploy for 30 minutes.

The drone has night vision, thermal imaging, and a 30ft communication range.

LEVEL 7

Adaptive Circuits

"Reinforce, recalibrate, reroute—instinctively."

— Core Engineer Memo, Cycle 412

# Adaptive Circuits

Your circuits evolve, learning to optimize energy flow and precision based on your combat patterns.


Augments that cost 3 or more Energy now cost 1 less Energy (minimum 1)

Augments gain +1 to Hit Chance if they involve an Attack

Countershock Field

"Pain feedback is not a flaw. It's a weapon."

— Reflex Warfare Journal

A reactive defense field activates when struck, delivering a surge of retaliatory energy directly into the attacker's nervous system.


When an enemy within 5ft hits you with a melee attack, they take 3 Energy Damage

If they roll a Critical Fail, they are Stunned for 1 turn

Overload Efficiency

"Burn bright, and then burn again."

— Dr. Vosska, Flux Reactor Logs

# Overload Efficiency

Spending large bursts of energy no longer destabilizes your system. Instead, it empowers your next cycle with reactive charge.


Every time you spend 10 or more Energy in a single turn, regain 2 Energy at the start of your next turn

This effect can stack with Flux Core Reactor

LEVEL 8

Augment Overclock

"Three targets. One strike. Bigger boom."

— Berserker Model V-92

Your augments now support burst protocols and impact dispersion tech, turning each strike into a minor area-of-effect attack.


Hand Augments gain Multi-Target(3)

If a hand Augment already has Multi-Target, add +2 to its number

Explosive damage from augments deals its damage in a 5ft radius around the target

If an augment already has an Area of Effect, increase it by +5ft

Improved Space Management

"We don’t make more room. We make it count."

— Technician Vok, Internal Slotting Memo

# Improved Space Management

Your internal architecture evolves to accommodate more functionality. Every inch of cybernetic space is now optimized for loadout expansion.


All Augment Locations gain +1 max slot

Tactical Utilities

Action

"Knowing is half the battle. Overwhelming them with that knowledge is the other half."

— Field Officer Mera Vell

Integrated utility modules allow for enhanced battlefield awareness and proactive response. You become a walking command center.

Augmented Reality Overlay – Scan an area and instantly identify weak points in structures, hidden doors, or traces of movement

Combat Forecasting – Once per rest, ask the GM for one key piece of tactical information

Battlefield Analyzer – Once per combat, as a Quick Action, predict an enemy's next move, granting +2 to Defence or Hit Chance against them

LEVEL 9

Energy Surge

Action
Once Per Combat

"System spike confirmed. Prepare for overdrive."

— Tactical Interface Alert 9-Delta

A burst of reclaimed energy floods your system, restoring power reserves and fuelling your next strike with enhanced potency.

Instantly regain Energy equal to your Intelligence

All Augments that deal damage gain +2 Damage for 1 turn

Multi Processor

"More cores. More uptime. Fewer bottlenecks."

— Core Systems Log 4A

# Multi Processor

You now support dual core augment pathways, enhancing your adaptability and enabling parallel processing.


You may install an additional Core

You gain the benefits of both installed core augments

Quantum Storage Array

Action

"One second it's stored, the next it's duplicated. Don't ask how."

— Field Hacker Juno Trask

You integrate a dimensional compression system within your body, allowing for item storage, retrieval, and even temporary duplication.

Store up to 5 small items in hidden internal compartments

Deploy or retrieve any stored item as a free action

Produce a real, functional duplicate of any stored item — weapons, grenades, medkits, tools. The duplicate lasts until end of combat, then dissolves

LEVEL 10

Improved Statistics

Whether through relentless training, neural recalibration, cybernetic tuning, or sheer survival instinct, you've reached a new level of multi-channel optimization. This isn't a simple stat boost—it’s an evolutionary step, one that reinforces multiple pillars of your being.

You’re not just better.

You’re more.


Increase two different Statistics by +1

No individual stat may exceed the cap of 6

This improvement can represent:

A blend of mental and physical growth

Dual-core cybernetic upgrades

A mutation-enhanced progression

Or a culmination of your narrative arc

Limit Break

Quick Action
Once Per Long Rest

"This is what it means to be fully synchronized."

— Augment Ascendant Protocol

You achieve a temporary state of perfect harmony with your augmentations, maximizing efficiency, power, and survival instinct.

Cost: Quick Action

For 3 turns:

All Energy costs are reduced by 1

All attacks gain +2 Hit and +2 Damage/Damage

If you would be reduced to 0 Health, you instead remain at 1 HP for the duration

Perfection Incarnate

"What comes after the final upgrade? Divinity."

— Logbook Entry – Final Calibration

You unlock access to one of three Mega Augments—transformative, endgame systems that redefine your role on the battlefield.


Choose one Mega Augment:

Only one Mega Augment may be active per character

Deus Ex Machina

Once per long rest, enter a Godmode state for 3 turns.

All flips of 5 or higher are treated as Critical.

Gain +1 extra Action per round.

All Augment Energy Costs are reduced by 5 (minimum 1).

All Reserve Energy costs are reduced to 0.

Observe Transcendence: Once per encounter, shut down all enemy Augments within 30ft for 1 turn.

Afterward, you must reboot for 1 full minute, becoming immobile during that time.

Singularity Drive

Once per long rest, activate as a Quick Action. For 3 turns, your body becomes a singularity engine of pure gravitational control.

Gravity Ignorance: Move across walls, ceilings, or in mid-air.

Homing Attacks: All ranged attacks ignore Cover and curve toward targets.

Slow Motion Field (15ft radius): Enemies inside have Disadvantage on Movement-based actions.

Event Horizon: If you hit with a ranged attack, Push the target up to 10ft closer to you.

Enemies moving away must pass a Strength (tn14) test or have their Movement reduced to 0.

Ascendant Machine

At the start of combat, choose a mode:

Overclock Mode: +2 Damage, +15ft Movement for 3 turns.

Fortress Mode: Resistance to all damage and +3 Defence for 3 turns.

Specter Mode: Invisible for 2 turns or until you attack; Advantage on all Stealth checks.

Once per long rest, you may swap between modes as a Quick Action.

Outside combat: adapt your body for climbing, survival, or bypassing obstacles on demand.

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