Augmentation Description #
Augmentations are priceless items, experiences, specialized training, or breakthroughs that improve a character’s capabilities in a specific area. These come in Adventurer, Champion, and Epic tiers, and can be Standard (gives a static bonus) or Signature (gives a Recharge power).
Praxes and Augmentations #
Each Augmentation is associated with a Praxis. For item-based Augmentations, a Praxis is an exclusive type or slot of magical item (helmet, necklace, bracers, etc.) while an Augmentation would be the item itself. For non-item Augmentations, a Praxis represents a certain flavor of improvement, related to a change in how the character has found a way to bring something intangible to fruition, while the Augmentation is specifically what was learned. In either case, you can activate their abilities and assign/change them during a full rest.
An Augmentation on a specific Praxis is referred to as Augmented X (so an Augmentation for the Praxis of Courage is Augmented Courage).
Standard Augmentations #
Standard Augmentations are relatively simple boosts to various combat or noncombat attributes. These should be used as rewards for actions or deeds. Each character has a minimum number of Standard Augmentations equal to half their level - 1, and each character has a maximum number of Standard Augmentations equal to half their level + 1.
When Tier is referenced in an Augmentation, it refers to the Tier of the character. Augmentations with this will therefore get stronger over time. When Power is referenced in an Augmentation, it’s the generic term that refers to Prowess, Guile, Focus, Ki, or Reagents, depending on your class.
Signature Augmentations #
Signature Augmentations are a way to signify that a Standard Augmentation is more character-defining than the others. When you gain a Signature Augmentation, pick one Standard Augmentation; that Augmentation is now a Signature Augmentation, and you may select a power from it in addition to the Standard Augmentation bonus.
You may designate a number of Signature Augmentations equal to your Tier, and you have a minimum number equal to your Tier - 1 (so you will always have at least 1 in Champion Tier and 2 in Epic Tier). Signature Augmentation powers Recharge powers that require a free action to use (unless otherwise mentioned) and many have a condition to their use. They can be changed when you gain a level.
Each Signature Augmentation has a tier associated with it. You may take a Signature Augmentation of your tier or lower.
Items, Training, and Experience #
Some suggestions are provided for how to describe Augmented Praxes. These are not restrictive, but simply suggestions. The GM and players are both highly encouraged to come up with their own justifications based on the setting and tone.
Summary of Praxes #
Courage: Your will to defy danger face to face. Augmentation grants the ability to gain advantage with melee attacks.
Cunning: Your ability to outsmart/skill enemies. Augmentation grants the ability to gain advantage with ranged attacks.
Wisdom: Your application of knowledge or faith. Augmentation grants the ability to gain advantage with spell attacks.
Decisiveness: Your desire to resolve problems and end threats. Augmentation grants damage bonuses.
Vigilance: Your ability to outlast enemies and protect allies. Augmentation grants maximum HP.
Toil: Represents developing your physical skillset. Augmentation grants bonuses to physical skill uses.
Knowledge: Represents developing your mental skillset. Augmentation grants bonuses to mental skill uses.
Toughness: Your ability to shrug off punishment. Augmentation grants the ability to grant disadvantage to attacks vs AC.
Hardiness: Your ability to weather adverse physical conditions. Augmentation grants the ability to grant disadvantage to attacks vs PD.
Willpower: Your focus and clarity. Augmentation grants the ability to grant disadvantage to attacks vs MD.
Swiftness: Your quick reflexes and skilled movements. Augmentation grants bonuses to Disengage.
Perseverance: Your ability to commit to a task. Augmentation grants bonuses to saves.
|Praxis||Standard Augmentation Bonus|
Power is Prowess, Guile, Focus, Ki, or Reagents.
X/Y/Z is Adv/Cha/Epic Augmentation tier
|Courage||Spend 1 Power or fulfill a condition to gain advantage with melee attacks.||Melee weapons|
|Cunning||Spend 1 Power or fulfill a condition to gain advantage with ranged attacks.||Ranged weapons, Bracers|
|Wisdom||Spend 1 Power to gain advantage with spell attacks or gain extra targets on spells.||Wands, Symbols, Staves, Instruments|
|Decisiveness||Spend 1 Power to add 1d10 x Tier irresistible damage to a hit or miss.||Offhand weapon, Quiver, Bandolier, Talisman, Relic|
|Vigilance||Spend 1 Power to gain temporary HP.||Shield, Secondary layer of armor/clothing|
|Toil||Spend 1 Power to gain advantage on a physical skill roll.||Gloves, Gauntlets|
|Knowledge||Spend 1 Power to gain advantage on a mental skill roll.||Tome, Scroll, Manual, Grimoire|
|Toughness||Spend 1 Power to give disadvantage to an attack vs AC.||Armor, Clothing|
|Hardiness||Spend 1 Power to give disadvantage to an attack vs PD.||Cloak, Cape, Banner|
|Willpower||Spend 1 Power to give disadvantage to an attack vs MD.||Helmet, Headband, Circlet|
|Swiftness||Spend 1 Power or fulfill a condition to gain advantage on a disengage check.||Boots, Shoes, Pants|
|Perseverance||Spend 1 Power or fulfill a condition to gain advantage on a save.||Necklace, Pendant, Enormous Belt Buckle|