Augments
War never changes, but ponies do.
Sometimes these ponies even gain an edge
over the wasteland by augmenting
themselves with cybernetic parts, rare
alchemical brews, or by developing strange
mutations. Many regard this as an impure
practice, making its recipients less of a pony
than they were before – more mutant or
machine. However, there’s no denying the
advantage given of having superior high-tech
gadgets built into you or of having the
biological superiority of evolved mutations.
Types of
Augments
Augments come in the 3 general categories.
These categories have no bearing on the
actual effects of the augments, but they are
mutually exclusive (e.g. once you get your
first cybernetic augment, you cannot get any
alchemical or mutation augments) and each
have their own benefits and drawbacks.
Alchemy
Rare alchemical brews invented by ancient zebra sages can permanently enhance your body. These
enhancing brews are both magical and chemical in nature.
When you install your first alchemical augment, you permanently gain the Zebra-Augmented Pony*
quirk.
Cybernetics
These augmentations are technological in nature, modifying or replacing part of your body with
synthetic parts featuring the latest developments in arcane technology.
When you install your first cybernetic augment, you permanently gain the Cyberpony* quirk.
Mutations
These augmentations change your biology, causing you to evolve new features that modify or replace
part of your body through careful (or sometimes accidental) bio-engineering.
When you install your first mutation augment, you permanently gain the Mutant* quirk.
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Installing Augments
Installing an augment is a two-step process. First, you need to acquire the augment – either the recipe
and rare ingredients for alchemical augments, the schematic and synthetic parts for cybernetics, or a
bioengineered graft for mutations. Second, you need to find an expert to surgically install the augment
into your body. This surgery always takes 1 hour.
The expert installing the augment needs to have the Medic talent to install any kind of augments. They
will also need to have the Chemist talent for alchemical augments, the Robotics Expert talent for
cybernetic augments, or the Keen Knowledge (Biology) talent for mutant augments.
Once an augment has been installed into your body, it cannot be transferred. It is specifically attuned to
your body. Removing the augment causes it to be destroyed.
Each augment also belongs to a category for a particular part of your body. When you install an augment
in a category that you already have an augment for, the new one replaces the old one once the
installation is complete. No, you don’t get your caps back.
Sample Augments
Augment Name Cost
Blood Augments
Acidic Blood 400
Adrenaline Capacitor 6,500
Metabolic Mastery 3,000
Nanite Scrubbers 1,500
Toxin Filter 750
Eye Augments
EFS Vision 200
Laser Eye 400
Night Vision 750
Telescopic Vision 400
Wide Spectrum Vision 750
X-Ray Vision 3,000
Gut Augments
Adapted Lungs 750
Autotuner 200
Blood Drinker 200
Cast Iron Stomach 750
Flamer Glands 3,000
Head Augments
Abberant Horn 12,000
Cognitive Subroutines 750
Lockjaw 400
Neurojack 200
Radiohead 200
Limb Augments
Bionic Legs 1,500
Elastic Limbs 3,000
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Augment Name Cost
Excavator Hooves 3,000
Fins 750
Hidden Compartment 200
Robotic Fingers 400
Rooted 400
Spring Hooves 750
Suction Hooves 1,500
Skeleton Augments
Adamantium Bone Lacing 750
Bones of the Earth 12,000
Reinforced Spine 400
Morph Ball 1,500
Skin Augments
Chameleon 750
Generator 1,500
Maneiac 1,500
Phase Distortion 6,500
Radiation Shielding 3,000
Refractive Coat 3,000
Subdermal Plating 1,500
The Glow 200
Wing Augments
Bladed Feathers 200
Amphibious Feathers 400
Shielded Wings 1,500
Unnatural Wings 12,000
Misc. Augments
Bigger, Faster, Stronger 6,500
Egghead 6,500
Glibness 6,500
Nanite Halo 1,500
Redundant Organs 400
Synthetic Limb 200
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Blood Augments
These augments enhance your immune or cardiovascular system.
Acidic Blood
Whenever you are hit with a melee attack, your wounds spray acidic blood at your attacker, inflicting 1
acid damage.
Adrenaline Capacitor
Your heart has been modified to give you an extra burst of adrenaline when you really need it. Once per
day, after your turn during an encounter, you can activate this augment to immediately get another
turn.
Metabolic Mastery
Your immune system has been augmented to perfection. You are immune to poison and disease.
Nanite Scrubbers
Nanobots in your bloodstream help you to recover from injuries quicker. You recover 1 point of Stamina
every 10 minutes.
Toxin Filter
Your liver has been augmented to be much more effective at removing toxins from your system. Your
Body trait is upgraded on rolls to resist poison and disease.
Eye Augments
These augments enhance your vision with various abilities. Glasses and contacts are optional.
EFS vision
This optical augmentation projects the HUD of an Eyes Forward Sparkle spell directly into your vision. It
grants you the use of EFS (See the PipBuck, p. 103).
Laser Eye
Your eye can shoot lasers. This
ranged attack has a range
increment of 30’, deals +1 laser
damage, and has the Mercy
weapon property.
Night Vision
This ocular augmentation allows
you to see in the dark. However
you can’t really discern any colors
in the dark as your night vision
makes everything appear in shades
of green.
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Telescopic Vision
Your eyes have been adapted to notice things both up close and far away in greater detail. Your Mind
trait is upgraded for rolls to notice things by sight.
Wide Spectrum Vision
Your eyes have been changed to allow you to see into the infrared and ultraviolet spectrums of light.
This allows you to see differences in heat and the presence of magic, up to a distance of 60’.
X-ray Vision
This augment allows you to focus your vision to be able to see through solid objects. While it is active,
you can see up to 1 foot through stone or concrete, up to 1 inch through metal, and up to 2 feet through
most other materials. You cannot see through lead. This ability can be activated and deactivated at will
and requires no action.
Gut Augments
These augments enhance your digestive and respiratory organs.
Adapted Lungs
Your respiratory system has been changed to allow you to breathe both in air and in water. Your Body
trait is also upgraded to resist inhaled toxins.
Autotuner
This tiny computer attaches to your vocal cords and allows you to change the pitch and timbre of your
voice. Your Charm trait is upgraded for rolls involving singing and disguising your voice.
Blood Drinker
You have specialized fangs or a proboscis that allow you to drink blood to restore some of your vitality.
This hoof-to-hoof melee attack deals +0 kinetic damage. When you successfully bite another living
character, you regain 1 Stamina. You can also drink blood from a freshly dead character or a character
with 0 Stamina, but it’ll only allow you to regain 1 Stamina.
Cast Iron Stomach
Your mouth and digestive system have been modified so that you can eat and gain sustenance from
metal like normal food.
Flamer Glands
You like your raiders extra crispy! You gain the Fire Breath talent, starting at a D4.
Head Augments
These augments enhance either your head, face, or nervous system.
Abberant Horn
A magical horn has been installed into your forehead, allowing you to cast spells like a unicorn. You gain
the Telekinesis talent, starting at a D4, and you can now learn and cast spells. A character that already
has (or had) a natural magical horn cannot install this augment. To replace a missing or broken horn, see
synthetic limb instead.
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Cognitive Subroutines
This tiny neural computer helps to balance mental strain. Your Mind trait is upgraded on rolls to avoid or
recover from becoming stunned or staggered.
Lockjaw
Your jaws and teeth have been mechanically fortified. You gain the Bite talent, starting at a D4. When
you successfully bite a creature, you can also choose to grapple them automatically.
Neurojack
This data port provides its user with a direct interface between their brain and computer devices,
allowing you to process information and enter commands faster. While it is plugged into a computer
device, your Mind trait is upgraded on rolls to interact with it, and all your computer interactions take
only half the normal time.
Radiohead
This embedded transmitter allows you to receive long range radio signals and transmit short range radio
signals out to 30’ with your mind.
Limb Augments
These augments enhance your arms and legs.
Bionic Legs
Your legs have been augmented, making you stronger and faster. Your Body trait is upgraded for the
purpose of determining your carry capacity, and you gain the Running talent, starting at a D4. If you
already have the Running talent, it is upgraded.
Elastic Limbs
You always remember to stretch when exercising. You can extend your limbs up to 10’ away.
Excavator Hooves
With these augmented hooves, you can tunnel through the ground like a hellhound. You gain the
Burrow talent, starting at a D4.
Fins
Your legs have been augmented with fins, allowing you greater freedom of
movement underwater. You gain the Swimming talent, starting at a D4. If
you already have the Swimming talent, it is upgraded.
Hidden Compartment
Your forelimbs have been replaced with synthetic limbs with hollow hidden
compartments. You can conceal small objects in these compartments. Your
carry capacity is also increased by 1.
Rooted
As long as you don’t move, tendrils extend from your legs and root you to
the ground. Your Body is upgraded 2 steps on rolls to resist forced
movement if you don’t move on your turn.
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Robotic Fingers
These mechanical digits allow you to manipulate all sorts of objects with ease. Your Body trait is
upgraded for rolls involving fine dexterity and grasping things.
Spring Hooves
This augmentation puts a little extra spring in your step, allowing you to leap greater heights and
distances. Your Body trait is upgraded on rolls to jump and you only take half damage from falling
(rounding down).
Suction Hooves
Microscopic suction grips on your hooves allow you to climb all over walls and ceilings like a spider. You
gain the Spider ClimbB talent, starting at a D4.
Skeleton Augments
These augments enhance your skeletal structure.
Adamantium Bone Lacing
The composition of your skeletal system has been infused with an
adamantium alloy that makes your bones incredibly resilient. When
you are reduced to 0 stamina, you do not sustain any crippling
injuries. Upgrade your trait rolls to defend against called shots to
your limbs.
Bones of the Earth
Your skeleton has been enhanced to draw strength directly from the land itself.
You gain the Stout Heart talent, starting at a D4.
Morphball
With your extra-flexible spine, you can curl up into a compact ball and roll around. While in this form,
you gain the Small Frame quirk and your speed is reduced to 1.
Reinforced Spine
Your spine has been augmented so that you can really put your back into carrying heavy loads. Your
Body trait is upgraded for the purpose of determining your carry capacity.
Skin Augments
These augments affect your skin, coat, or hair.
Chameleon
By changing the color of your skin or coat, you can blend in really well with your surroundings. While
you are lightly armored or wearing no armor, your Body is upgraded on rolls to be sneaky.
Generator
Your body has been augmented to generate a lot of excess electricity. You can choose to make any of
your melee attacks deal electric damage instead of their normal damage type.
Once per day, as an action, you can recharge an empty spark battery. After you do this, you won’t be
able to change your melee attacks to deal electric damage until you’ve rested for at least 4 hours.
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Maneiac
Your long mane and tail have become
prehensile, able to grasp all sorts of objects!
Your carry capacity is increased by 4, and your
mane and tail can each hold up to 2 objects
with a combined bulk of 2 or less. Melee
weapons held in your mane and tail can be
used to attack targets up to 10’ away from
your body.
While your mane and tail aren’t carrying
anything, they can be used to stand,
supporting your whole body. This upgrades
your Body trait for rolls made to climb or
perform acrobatic stunts.
Phase Distortion
Your form seems to blur and shift when you
move, making you difficult to hit. As long as
you move on your turn, your Body is upgraded
to dodge attacks for 1 round. This effect ends if
you are hit by an attack.
Radiation Shielding
A fine subdermal lattice throughout your body
protects you against lethal radiation. You gain
the Resistance: Radiation** quirk and you treat ambient radiation as if it were one level less severe.
Refractive Coat
The hairs of your coat have been augmented to refract harmful wavelengths of light away from your
body. You gain the Resistance: Laser** quirk.
Subdermal Plating
Thin adamantine plates are inserted just under your skin all over your body. This grants you +1 kinetic
damage reduction.
Wing Augments
These augments enhance your wings, or even grant you a pair of brand new wings!
(Thanks, M.A. Larson)
Amphibious Feathers
Your feathers have adapted for to allow you to glide both through air and water! You gain the
Swimming talent, starting at a D4.
Bladed Feathers
The feathers along the edges of your wings are razor sharp. They can be used as a basic melee weapon.
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Shielded Wings
Your wings have been augmented to harden on command, making them as strong as steel. While you
are not flying, you can use your wings as a basic shield.
Unnatural Wings [wings]
You gain a pair of wings, either mechanical in nature or grown from a mutation graft or alchemical brew.
You gain the Flying talent, starting at a D4. This augment cannot be installed by a character that already
has (or had) natural wings. To replace missing wings, instead, see the Synthetic Limb augment.
Misc. Augments
These augments don’t belong in any particular category. You can have as many augments from this
category as you want.
Bigger, Faster, Stronger
Your entire body has been augmented to increase your physical prowess in every way! Your Body is
upgraded.
Egghead
Your mental faculties approach the levels of super genius! Go ahead and say it: “SOOOPER GENIUS!”
Your Mind is upgraded.
Glibness
Call it what you want: Charisma, personal magnetism, pheromones, psychic suggestion, or just dashing
good looks, but you have a way of understanding other characters and getting them to do what you
want. Your Charm is upgraded.
Nanite Halo
A swarm of nanobots punishes any creature that tries to harm you.
When a hostile creature ends its turn within 10’ of you, you can
choose to have your nanites deal 1 acid damage to them. The nanites
become disabled for 1 round if you take damage from an area of
effect.
Redundant Organs
On the medical black market, you could probably make a lot of caps
with this ability. Your body grows redundant organs so that if one
fails, it can fall back on another, while growing a replacement for the
other one. You are immune to called shots to your vitals.
Synthetic Limb
This prosthetic replaces a missing body part. Thanks to the resilience
of this synthetic limb, your trait rolls are upgraded to defend against
called shots to it.
The Glow
Like a nightlight, your body lights up the dark! Your body glows with
the brightness of a lantern. You can turn this ability on and off at will.
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