The term “Upgrades” may yet change. At the moment it sounds a little bit too much like something bought with experience, but in actuality they are just things that can be bought with points, either from experience, or during character creation. They’re called “Upgrade” because they are added to basic chassis models. That being said, the list below is just a some of the basic ideas I have. As in all things, some may be dropped completely, and others added to before this game sees the light of day.

After playing around with this for a few days now, I just want to clarify some numbers. Cost is what the Upgrade costs in terms of Character Creation points, or experience points gained through play, and the full cost must be paid for each level of Upgrade taken.  The Complication is the score added together to determine just how complicated your Automaton is. For each full ten points of Complication, the Automaton gains one Malfunction point. You only get the Complication points for the level of Upgrades you currently have installed.

So, you have your basic model, but want it for a much more specific role. Well here’s where you can shop around for the Upgrades required to personlise your Automaton to your own specifications. Any upgrade Mark II or higher requires the previous Upgrade(s) to be installed before they can be fitted, as the computational code is too complicated for basic Automata. Unless other wise stated, each location may only have one Upgrade attached, although we will happily take any Upgrades that are no longer required from you at no extra cost!

  • Advanced Sensor Suite [Head] Advanced technologies allow for your Automaton to better perceive its world. All Notice checks involving sight gain a plus one modifier. Cost: 3 Complication: 4
  • – MK II  Aural boosts give an even better appreciation of your Automaton’s surroundings. All Notice checks involving sight and hearing gain a plus one modifier. Cost: 6 Complication: 5
  • – MK III  The most advanced sensory technology gives unprecedented awareness to your Automaton. All Notice checks involving sight and hearing gain a plus two modifier. Cost: 9 Complication: 6
  • Anthropomorphic Visage [Head] Give your favourite Automaton a more human look, and give him a better chance to be accepted by others. Ignore negative penalties when making a Bargain check against Humans. Cost: 3 Complication: 3
  • – MK II With a more human sounding voice, people will flock to listen to your Automaton talk! Plus one modifier to Bargain checks against Humans. Cost: 6 Complication: 4
  • – MK III Only to be used in hostile situations. Plus one to Intimidate checks against Humans. Cost: 9 Complication: 6
  • Armour Plating [Case] An indispensable addition to any Automaton who will likely face danger. Simple plating that will slow down most attacks, that can be added to and upgraded in any Auto-shop. Reduces all damage received by one point. Cost: 2 Complication: 3
  • – MK II Extra thick plating designed to increase durability in the field. Add one extra box to the Automaton’s hit point track, meaning it now takes 11 points of damage to cause a Malfunction point. Cost 5: Complication: 4
  • – MK III  Double reinforcement for truly hostile situations. Reduces all damage received by two points. Cost: 7 Complication: 5
  • – MK IV  Internal shock absorbers to keep your Automaton working for longer. Add an extra box to the Automaton’s hit point track, meaning it now takes 12 points of damage to cause a Malfunction point. Cost: 12 Complication: 6
  • Circuit Breaker [Head] If a fatal shutdown is imminent, the circuit breaker kicks in to safely shutdown the Automaton. Some loss of memory may occur. When the Automaton reaches 10 Malfunction points It enters safe mode and cannot receive any more Malfunction points until rebooted. A rebooted Automaton has 9 Malfunction points, but loses all skills and access to hardware purchased with Experience points. Cost: 15 Complication: 7
  • – MK II Advanced circuitry means less loss of valuable information. As above, but only loses access to hardware Upgrades that will need to be re-installed.  Cost: 20 Complication: 8
  • – MK III Safety protocols allow for even hard wired upgrades to maintain functionality. As above, but All Upgrades continue to function. Cost: 25 Complication: 9
  • – MK IV Automatic repair functions breath life into the most damaged of Automata. Rebooting with this Upgrade removes an additional Malfunction point. Cost: 30 Complication: 10
  • Concealed Blade [Arm] A small spring-loaded blade, mounted in the forearm, when subtlety is called for. Hide any blade with less than 4 strength, and draw it as a free action. Cost: 4 Complication: 5
  • – MK II Increased spring strength means a quicker draw! If drawing the weapon this turn, gain a plus two bonus to initiative. Cost: 8 Complication: 6 
  • – MK III If the spring was any stronger, it’d fly right out. Use the blade as a Ranged attack, with a range of three. Cost: 15 Complication: 8
  • Coolant system [Body] Releases a liquid coolant to damaged and overheating components of the Automaton. Must be activated, and when running reduces the effective Malfunction score of the Automaton by one for five rounds. May only be used twice in a 24 hour period. Cost: 8 Complication: 4
  • – MK II  A larger tank allows for longer running of the Coolant System. As above, but lasts for 10 rounds. Cost: 12 Complication: 5
  • – MK III  Back up tanks with more efficient pumps allows for more uses of the Coolant System. As for MK II but can be used four times in a 24 hour period. Cost: 16 Complication: 6
  • – MK IV  A top of the line model with advanced cooling technology. Warning: Not a replacement for carrying out regular maintenance of your Automaton. As for MK III, but reduces effective Malfunction score by two points while operational. Cost: 20 Complication: 7
  • Electrostatic Charge [Arm] Building up an electromagnetic charge is perfect for slowing down hostile Automatons, and wreaking havoc with flesh based enemies. Brawl attack, that if successful stuns an Automaton, putting them out of action for d10 rounds. Does a strength 6 attack against Humans. Cost: 8 Complication: 6
  • – MK II Upgrades to arm and fingers allows for charge to arc towards enemies. As above, but a ranged attack with range 3. Cost: 16 Complication: 8
  • – MK III More efficient components allows for a more efficient transfer of energy. Double stun duration against Automata, and strength of attack against Humans. Cost: 20 Complication: 9
  • – MK IV With the correct shielding to protect your Automaton, the energy can be unleashed against any nearby foes. Once a day use the charge to effect all Automata and Humans within 3 range. Other Automata with this Upgrade at MK IV are immune to this effect. Cost: 25 Complication: 10
  • Extra Limb [Body] A basic arm grafted onto the body of the Automaton’s chassis. Extra prehensile limb, but cannot take [arm] Upgrades. Cost: 8 Complication: 7
  • – MK II Allows for extra limb to be upgraded like a regular arm! May be Upgraded with any non-weapon option. Cost: 16 Complication: 8
  • – MK III Combat upgrade. May have any Upgrade. Cost: 22 Complication: 9
  • Flame Port [Body] Use the flames from the Automaton’s boiler to do more than keep it running. When successfully grappling an opponent do an extra 5 points of damage to metal opponents, and 10 to fleshy ones. Cost: 8 Complication: 5
  •  MK II With extra power, comes extra range! Becomes a range 3, strength 5 attack, to be used once an hour. Cost: 16 Complication: 7
  • – MK III Although range comes at a cost… Either make two MK II attacks an hour, or one attack at double range and strength. Cost: 20 Complication: 8
  • – MK IV Or you could just go all out? Once a day, make a strength 10 attack against everyone within 5 range, but it cannot be used again for any attacks for 24 hours. Cost: 25 Complication: 10
  • Gyro Wheel. [Legs] Just what you need for an urban Automaton! On city streets the speed of your Automaton will be greatly increased. Speed increased by 50% on normal surfaces. Cost: 3 Complication: 3
  • – MK II  Increased stabilisation allows for increased speed on even the most uneven of surfaces! Speed increase from previous upgrade now applies to uneven terrain too. Cost: 6 Complication: 4
  • – MK III  With extra power going to the wheels, your Automaton will have access to unimagined levels of alacrity! Speed increased to 100% of base over uneven terrain. Cost: 9 Complication: 5
  • Improved Pneumatics [Arms] Extra strength when it’s needed to help your Automaton in its day to day activities. All Build tests that require the use of arms gain a plus one modifier. Cost: 3 Complication: 3
  • – MK II  More efficient systems allow for improved speed with regard to manual dexterity. Increase combat damage for Brawl and Melee weapons by one point. Cost: 6 Complication: 4
  • – MK III  Top of the line systems increase your Automaton’s strength to the limits of its chassis strength. Only available for Automata with a Build score of at least four. Increase bonus from previous Upgrades to a two point modifier. Cost: 9 Complication: 5
  • Muffler [Body] Helps reduced noise from the Automaton’s boiler. Plus one modifier to Stealth checks. Cost: 3 Complication: 3
  • – MK II This addition even reduces the amount of smoke coming from the Automaton’s stack. Difficult test required to spot Automaton at a distance.  Cost: 9 Complication: 5
  • – MK III The ultimate in silent running! Plus two modifier to Stealth checks. Cost: 12 Complication: 6
  • Night Vision Optics [Head] Keeps your Automaton working, while you get the sleep you deserve. Ignore penalties for low light conditions. Cost: 4 Complication: 3
  • – MK II Your Automaton can now see perfectly well, even when working in the darkest of mining concerns. Ignore Penalties for no light. Cost: 6 Complication: 4
  • – MK III Incorporating the latest in advanced optics allows for peak performance during night time operations. Plus one to Notice and Ranged combat checks in low light conditions. Cost 10: Complication: 5
  • Pneumatic Ram [Arm] If you’re going to replace one of your Automaton’s hands, it better be for a good reason, and this powerful blunt weapon is a very good reason indeed. Removes hand from Automaton’s arm, replacing it with a powered fist. Brawl attacks cause an extra three points of damage. Cost: 8 Complication: 6
  • – MK II Stabilizers keep your Automaton on its feet, while others are knocked off them. Any successful Brawl attack knocks your opponent to the ground, making them prone. Cost: 12 Complication: 7
  • – MK III Replacing the flat head with a spiked ram, means armour will not stop your Automaton. Ignore all armour when making a Brawl attack. Cost: 18 Complication: 9
  • – MK IV Increased power will bring even the toughest opponent to its knees. Brawl attacks ignore opponents Build attribute when calculating damage. Cost: 24 Complication: 10
  • Prehensile Feet [Legs] Sometimes, two hands just aren’t enough. Allows the Automaton to make non-combat checks that usually require a free hand. Cost: 8 Complication: 6
  • – MK II Extra control allows for the manual dexterity required for combat. May make one extra attack a turn with the off hand penalties. Cost: 16 Complication: 8
  • – MK III At the highest level, your Automaton’s feet are just as capable as its hands in every way. The extra attack no longer suffers from the off hand penalty. Cost: 24 Complication: 10
  • Repair Gauntlet [Arm] When your Automaton is in the field or otherwise unable to get to a Auto-shop, this little Upgrade will keep it, and other Automata running. Plus one modifier to all Repair checks. Cost: 3 Complication: 3
  • – MK II Getting the correct parts is just as much of a challenge in the middle of nowhere, but this is all the help you need. Plus one modifier to all Salvage checks. Cost: 6 Complication: 4
  • – MK III Restore all but the most damaged parts to factory fresh conditions! Salvaged parts connected with the Repair Gauntlet only suffer a minus one penalty. Cost: 12 Complication: 6
  • Rocket Boots [Legs] Use power from your boiler to get the drop on your enemies. As a move action, the Automaton may jump twice its movement rate, over Automaton sized obstacles. Cost: 8 Complication: 5
  • – MK II More power, means more height! May now jump as far up as it does across. Attacks made during this move suffer penalties equal to that of firing at a swiftly moving target. Cost: 16 Complication: 7
  • – MK III Controlled thrusters allow for greater maneuverability in the air. May hover up to full height of jump for one turn. Attacks made when moving like this suffer no additional penalties. Cost: 24 Complication: 9
  • Spike Furniture [Case] Cover every surface of your Automaton with hardened steel spikes to make it a terrifying close combat opponent. Plus one to Intimidation checks against Humans. Any successful Brawl attack made while Grappling does an additional three points of damage. Cost: 5 Complication: 4
  • – MK II Barbed points mean no one is getting away from an Automaton equipped with this Upgrade. Successfully breaking away from grappling this Automaton causes the victim a strength 3 brawl attack. Cost: 10 Complication: 6
  • – MK III Elongated points drive the spikes deep into your enemies! Grapple attacks now add plus five damage, as does the free attack for breaking free. Intimidation checks  against humans get a plus two modifier. Cost: 15 Complication: 8
  • Supercharger [Body] Everything will run at faster pace with this item fitted. Plus one to all Initiative rolls. Cost: 4 Complication: 4
  • – MK II More power to the engines! Requires activation. For d10 rounds, Automaton may take its action at any point during the combat round. Cost: 10 Complication: 6
  • – MK III The world must seem like a very slow place to the Automaton with this fitted. Once per day, the Automaton may take an extra action per combat round for d10 rounds. Cost: 20 Complication: 8
  • Tank Tracks [Legs] In uncivilised places, roads may not yet be available for your Automaton. With these tracks fitted, even the most hostile of terrain will no hindrance! Ignore all movement penalties for uneven terrain. Cost: 4 Complication: 4
  • – MK II  With a deeper tread and better stabilisation, your Automaton will now have no problems no matter how rugged the landscape. Ignore all movement penalties for difficult terrain. Cost: 8 Complication: 5
  • – MK III  With spiked treads and vacuum pads, even vertical surfaces won’t stop your Automaton in its duties. Automaton may climb sheer surfaces at half speed without a Climb test. Cost: 16 Complication: 7
  • Targeting Scope [Head] Specialist hardware designed for long range combat encounters. Plus one modifier to all Ranged attacks. Cost: 3 Complication: 3
  • – MK II Powerful zoom brings the battlefield into sharp focus. Reduce all range penalties by one rank. Cost: 6 Complication: 4
  • – MK III Superior crafted lenses give even greater detail of its enemies to the Automaton. Plus two modifier to all Ranged attacks. Cost: 10 Complication: 5
  • – MK IV It may look like you’ve welded binoculars onto the Automaton, but it’s abilities to shoot at extreme range cannot be improved upon. Ignore all range penalties for Ranged combat. Cost: 14 Complication: 6
  • Weapon Mount (Melee) [Arm] Fix a melee weapon to the Automaton’s arm, and leave its hand free for other jobs. One melee weapon mounted on limb. Ignores all critical fail results that say the weapon is dropped. Cost: 4 Complication: 3
  • – MK II Processor linked targeting for extra accuracy. Plus modifier to skill checks with mounted weapon. Cost: 7 Complication: 4
  • – MK III Toughened steel reinforcement of the weapon keeps it sharper for longer. Ignore all critical fail results that say the weapon breaks. Cost: 10 Complication: 5
  • Weapon Mount (Ranged) [Arm] Fix a ranged weapon to the Automaton’s arm, and leave its hand free for other jobs. One ranged weapon mounted on limb. Ignores all critical fail results that say the weapon is dropped. Cost: 4 Complication: 3
  • – MK II Processor linked targeting for extra accuracy. Plus modifier to skill checks with mounted weapon. Cost: 7 Complication: 4
  • – MK III Lubricant system to reduce weapon jamming. Ignore all critical fail results that say the weapon jams. Cost: 10 Complication: 5
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