Bionic augmentations (no ontology)

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'''Bionic augmentations''', commonly shortened to just '''bionics''' or '''augs''', are specially crafted human body enhancements that can improve various aspects of the receiver's body and performance. In essence, any being that has received augmentations is usually referred to as an '''augmented person''', an '''aug''', or an '''H+''' (H referring to Human, as augmentations are for humans only).
+
'''Bionic augmentations''', commonly shortened to just '''bionics''' or '''augs''', are specially designed human body enhancements that can improve various aspects of the receiver's body and performance. In essence, any being that has received augmentations is usually referred to as an '''augmented person''', an '''aug''', or more pejoratively, a '''cyborg''', a '''hanzer''' (from the word "en'''hancer'''"), and various other machine- or robot-related insults.
In [[MazeWorld]], augmentations are enhancements that can modify or improve the [[Contestant|contestant]]'s body, upgrading various aspects of his or her performance; and so permanently. They can only be found in a [[bionics workshop]], of which only one exists in the Mazes, and is the only location where those implants are designed, produced and sold.
In [[MazeWorld]], augmentations are enhancements that can modify or improve the [[Contestant|contestant]]'s body, upgrading various aspects of his or her performance; and so permanently. They can only be found in a [[bionics workshop]], of which only one exists in the Mazes, and is the only location where those implants are designed, produced and sold.
-
Consequently, the scientific field of biological engineering is the subject of a [[peaceful scientist|Science Team]] in the Mazes, but is comprised of only one person; [[bionics workshop|Lance Chaosclaw]], the only bionics engineer in all of Mazeworld. He is the only person who can install and remove implants; they cannot be used directly by the contestant.
+
Consequently, the scientific field of biological engineering is the subject of a [[peaceful scientist|Science Team]] in the Mazes, but is comprised of only one person; [[bionics workshop|Lance "Chaosclaw" Austin]], the only bionics engineer in all of Mazeworld. He is the only person who can install and remove implants; they cannot be used directly by the contestant.
-
There exists in the Mazes an intellectual movement of small size but of relative importance, which is related to augs and the wish for improving all humans as a whole, it is called '''transhumanism'''. Lance Chaosclaw is a devout transhumanist and believes that the entire human genre should be born enhanced in the same way he "enhances" people via installing implants on clients.
+
There exists in the Mazes an intellectual movement of small size but of relative importance, which is related to augs and the wish for improving all humans as a whole, it is called '''transhumanism'''. Chaosclaw is a devout transhumanist and believes that the entire human genre should be born enhanced in the same way he "enhances" people via installing implants on clients.
-
Bionic implants '''may only be installed on humans and halflings''', as Lance refuses to work on anything that isn't "human or para-human", and does not consider youkai, for example, to fit the definition.
+
Bionic implants '''may only be installed on humans and halflings''', as Lance refuses to work on anything that isn't "human or para-human", and does not consider youkai, for example, to fit the definition. His reasons are unclear, though there is an implication that augmentations are only designed to work on humans or halflings, or that non-human/halfling bodies are not compatible with augmentations.
== Function ==
== Function ==
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| PP +20
| PP +20
| 1000 P$
| 1000 P$
-
| Can be installed twice (one per arm). Replaces arm and hand.  
+
| Can be installed twice (once per arm). Replaces arm and hand.  
|-
|-
| Bionic Leg
| Bionic Leg
| PP +25
| PP +25
| 1250 P$
| 1250 P$
-
| Can be installed twice (one per leg). Replaces leg and foot.  
+
| Can be installed twice (once per leg). Replaces leg and foot.  
|-
|-
| Brainpower Cerebral Enhancement Platform
| Brainpower Cerebral Enhancement Platform
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| PP +10
| PP +10
| 1000 P$
| 1000 P$
-
| Replaces natural eyes. Impervious to damage.  
+
| Replaces natural eyes. [[Secondary effect#Accuracy|Bionic eyes are indestructible.]]
|-
|-
| Chest Augmentation Platform
| Chest Augmentation Platform
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| '''Notes'''
| '''Notes'''
|-
|-
-
| #01
+
| #A1
| Muscular fiber enhancement, lv1
| Muscular fiber enhancement, lv1
| PP -5
| PP -5
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|  
|  
|-  
|-  
-
| #02
+
| #A2
| Muscular fiber enhancement, lv2
| Muscular fiber enhancement, lv2
| PP -10
| PP -10
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| Requires lv1 installed.
| Requires lv1 installed.
|-  
|-  
-
| #03
+
| #A3
| Arm skeletal toughness treatment
| Arm skeletal toughness treatment
| PP -15
| PP -15
| 1650 P$
| 1650 P$
-
| Augmented arm+hand become un-[[Broken limb|breakable]]
+
| Augmented arm+hand become [[secondary effect|unbreakable]].
|  
|  
|-  
|-  
-
| #04
+
| #A4
| Arm tissue damage resistance, lv1
| Arm tissue damage resistance, lv1
-
| PP -10
+
| PP -5
| 1100 P$
| 1100 P$
-
| [[Limb damage|Max limb HP]] increase - Arm +10, Hand +5  
+
| [[Limb damage|Max limb HP]] increase: Arm +10, Hand +5  
|  
|  
|-
|-
-
| #05
+
| #A5
| Arm tissue damage resistance, lv2
| Arm tissue damage resistance, lv2
-
| PP -20
+
| PP -10
| 2200 P$
| 2200 P$
-
| [[Limb damage|Max limb HP]] increase - Arm +20, Hand +10  
+
| [[Limb damage|Max limb HP]] increase: Arm +20, Hand +10  
| Requires lv1 installed
| Requires lv1 installed
|-   
|-   
-
| #06
+
| #A6
| Weapon aug: Ripperclaws
| Weapon aug: Ripperclaws
| PP -10
| PP -10
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|  
|  
|-
|-
-
| #07
+
| #A7
-
| Weapon aug: Directional Beam Upgrade (DBU)
+
| Weapon aug: XND-1000 excess energy dissipator
-
| PP -15
+
| PP cost variable
-
| 1650 P$
+
| 2000 P$
| See [[Bionic augmentations#Weapon augs|Weapon augs]]
| See [[Bionic augmentations#Weapon augs|Weapon augs]]
-
| Requires GPE installed
+
|  
|}
|}
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| '''Notes'''
| '''Notes'''
|-
|-
-
| #08
+
| #B1
| Leg skeletal toughness treatment
| Leg skeletal toughness treatment
| PP -15
| PP -15
| 1650 P$
| 1650 P$
-
| Augmented leg+foot become un-[[Broken limb|breakable]]
+
| Augmented leg+foot become [[secondary effect|unbreakable]].
|  
|  
|-
|-
-
| #09
+
| #B2
| Leg tissue damage resistance, lv1
| Leg tissue damage resistance, lv1
| PP -5
| PP -5
| 1100 P$
| 1100 P$
-
| [[Limb damage|Max limb HP]] increase - Leg +10, Foot +5
+
| [[Limb damage|Max limb HP]] increase: Leg +10, Foot +5
|  
|  
|-
|-
-
| #10
+
| #B3
| Leg tissue damage resistance, lv2
| Leg tissue damage resistance, lv2
| PP -10
| PP -10
| 2200 P$
| 2200 P$
-
| [[Limb damage|Max limb HP]] increase - Leg +20, Foot +10
+
| [[Limb damage|Max limb HP]] increase: Leg +20, Foot +10
| Requires lv1 installed
| Requires lv1 installed
|-
|-
-
| #11
+
| #B4
| Ninja Speed implant, lv1
| Ninja Speed implant, lv1
| PP -5
| PP -5
| 550 P$
| 550 P$
-
| [[Gameplay mechanics#Other useful ways to use 2d6s|Escaping, slipping past unnoticed and taking cover]] now have fixed FT 5
+
| [[Agility]] +1
| Requires 2 bionic legs
| Requires 2 bionic legs
|-
|-
-
| #12
+
| #B5
| Ninja Speed implant, lv2
| Ninja Speed implant, lv2
| PP -10
| PP -10
| 1100 P$
| 1100 P$
-
| [[Gameplay mechanics#Other useful ways to use 2d6s|Escaping, slipping past unnoticed and taking cover]] now have fixed FT 4
+
| [[Agility]] +2
| Requires 2 bionic legs. Requires lv1 installed
| Requires 2 bionic legs. Requires lv1 installed
-
|-
 
-
| #13
 
-
| True Ninja Speed implant, lv3
 
-
| PP -20
 
-
| 2200 P$
 
-
| [[Gameplay mechanics#Other useful ways to use 2d6s|Escaping, slipping past unnoticed and taking cover]] now auto-succeed without the need to roll
 
-
| Requires 2 bionic legs. Requires lv2 installed
 
|-
|-
|}
|}
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| '''Notes'''
| '''Notes'''
|-
|-
-
| #14
+
| #C1
| Augmented sensorial awareness
| Augmented sensorial awareness
| PP -5
| PP -5
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|  
|  
|-
|-
-
| #15
+
| #C2
-
| Akimbo Mind ambidexterity enhancement
+
| Cranial skeletal toughness treatment
| PP -15
| PP -15
| 1650 P$
| 1650 P$
 +
| [[Limb damage|Max limb HP]] increase: Head +5, Augmented head becomes [[secondary effect|unbreakable]].
 +
|
 +
|-
 +
| #C3
 +
| Akimbo Mind ambidexterity enhancement
 +
| PP -25
 +
| 2750 P$
| See [[Bionic augmentations#Akimbo Mind|Akimbo Mind]]
| See [[Bionic augmentations#Akimbo Mind|Akimbo Mind]]
|  
|  
|-
|-
-
| #16
+
| #C4
-
| HX-1337 hacking device, lv1
+
-
| PP -10
+
-
| 1100 P$
+
-
| User may attempt hacking devices
+
-
| See [[Bionic augmentations#Hacking|Hacking]]
+
-
|-
+
-
| #17
+
-
| HX-1337 hacking device, lv2
+
-
| PP -15
+
-
| 1700 P$
+
-
| User may attempt hacking devices
+
-
| See [[Bionic augmentations#Hacking|Hacking]]
+
-
|-
+
-
| #18
+
-
| HX-1337 hacking device, lv3
+
-
| PP -20
+
-
| 2500 P$
+
-
| User may attempt hacking devices
+
-
| See [[Bionic augmentations#Hacking|Hacking]]
+
-
|-
+
-
| #19
+
| Combat sensorial enhancement
| Combat sensorial enhancement
| PP -25
| PP -25
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| Requires ''Augmented sensorial awareness'' installed
| Requires ''Augmented sensorial awareness'' installed
|-
|-
-
| #20
+
| #C5
-
| Social interaction enhancer
+
-
| PP -15
+
-
| 1650 P$
+
-
| See [[Bionic augmentations#Social interaction enhancer|Social interaction enhancer]]
+
-
| Requires Bionic Eyes installed
+
-
|-
+
-
| #21
+
| Weapon aug: PsyBlast
| Weapon aug: PsyBlast
| PP -15
| PP -15
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| '''Notes'''
| '''Notes'''
|-
|-
-
| #22
+
| #D1
| Sharp Vision accuracy enhancer, lv1
| Sharp Vision accuracy enhancer, lv1
| PP -20
| PP -20
| 2200 P$
| 2200 P$
-
| Permanent FT-1
+
| [[FT]]-1
|  
|  
|-
|-
-
| #23
+
| #D2
| Sharp Vision accuracy enhancer, lv2
| Sharp Vision accuracy enhancer, lv2
| PP -45
| PP -45
| 4950 P$
| 4950 P$
-
| Permanent FT-2
+
| [[FT]]-2
| Requires lv1 installed
| Requires lv1 installed
|-
|-
-
| #24
+
| #D3
| Ocular Shield vision preservation device
| Ocular Shield vision preservation device
| PP -5
| PP -5
| 550 P$
| 550 P$
-
| Grants immunity to weaponlight dazzling and flashbang effects
+
| Grants [[Secondary effect#Accuracy|flashbang immunity]]
|  
|  
|-
|-
-
| #25
+
| #D4
| ICU smart vision implant
| ICU smart vision implant
| PP -10
| PP -10
| 1100 P$
| 1100 P$
-
| Grants immunity to tear gas and smoke effects, and cancels environmental blindness (nightvision)
+
| Grants permanent [[Secondary effect#Clothing|immunity to gases]] and togglable [[Secondary effect#Accuracy|Night Vision]].
|  
|  
|-
|-
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| '''Notes'''
| '''Notes'''
|-
|-
-
| #26
+
| #E1
| Body tissue damage resistance, lv1
| Body tissue damage resistance, lv1
| PP -10
| PP -10
| 1100 P$
| 1100 P$
-
| [[Limb damage|Max limb HP]] increase - Torso +5, Hips +5
+
| [[Limb damage|Max limb HP]] increase: Torso +5, Hips +5
|  
|  
|-
|-
-
| #27
+
| #E2
| Body tissue damage resistance, lv2
| Body tissue damage resistance, lv2
| PP -20
| PP -20
| 2200 P$
| 2200 P$
-
| [[Limb damage|Max limb HP]] increase - Torso +10, Hips +10
+
| [[Limb damage|Max limb HP]] increase: Torso +10, Hips +10
| Requires lv1 installed
| Requires lv1 installed
|-
|-
-
| #28
+
| #E3
| Body skeletal toughness treatment
| Body skeletal toughness treatment
| PP -15
| PP -15
| 1650 P$
| 1650 P$
-
| Augmented torso+hips become un-[[Broken limb|breakable]]
+
| Augmented torso+hips become [[secondary effect|unbreakable]].
|  
|  
|-
|-
-
| #29
+
| #E4
| Guardian Life Support System, lv1
| Guardian Life Support System, lv1
| PP -10
| PP -10
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|  
|  
|-
|-
-
| #30
+
| #E5
| Guardian Life Support System, lv2
| Guardian Life Support System, lv2
| PP -20
| PP -20
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| Requires lv1 installed
| Requires lv1 installed
|-
|-
-
| #31
+
| #E6
| Guardian Life Support System, lv3
| Guardian Life Support System, lv3
| PP -30
| PP -30
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| Requires lv2 installed
| Requires lv2 installed
|-
|-
-
| #32
+
| #E7
-
| ColdHeart XR cardioregulator
+
| ColdHeart XCR cardioregulator
-
| PP -20
+
| PP -10
-
| 2200 P$
+
| 1100 P$
-
| [[Pain|Blackout]] window begins at 125% instead of 100%.
+
| [[Pain|Pain Death Threshold]] +20%, blocks incorrect blood transfusions
|  
|  
|-
|-
-
| #33
+
| #E8
| Bionic Antidote bloodstream regulator
| Bionic Antidote bloodstream regulator
| PP -15
| PP -15
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| '''Notes'''
| '''Notes'''
|-
|-
-
| #34
+
| #F1
| Body resiliency enhancer, lv1 ; Reptile Skin
| Body resiliency enhancer, lv1 ; Reptile Skin
| PP -5
| PP -5
| 550 P$
| 550 P$
-
| Permanent Pain Sensitivity -10%
+
| Pain Sensitivity -10%
|  
|  
|-
|-
-
| #35
+
| #F2
| Body resiliency enhancer, lv2 ; Daemon Skin
| Body resiliency enhancer, lv2 ; Daemon Skin
| PP -10
| PP -10
| 1100 P$
| 1100 P$
-
| Permanent Pain Sensitivity -25%
+
| Pain Sensitivity -25%
| Requires lv1 installed
| Requires lv1 installed
|-
|-
-
| #36
+
| #F3
| Body resiliency enhancer, lv3 ; Oni Skin
| Body resiliency enhancer, lv3 ; Oni Skin
| PP -25
| PP -25
| 2750 P$
| 2750 P$
-
| Permanent Pain Sensitivity -50%
+
| Pain Sensitivity -50%
| Requires lv2 installed
| Requires lv2 installed
|-
|-
-
| #37
+
| #F4
| Body resiliency enhancer, lv4 ; Dragon Skin
| Body resiliency enhancer, lv4 ; Dragon Skin
| PP -40
| PP -40
| 4400 P$
| 4400 P$
-
| Permanent Pain Sensitivity -75%
+
| Pain Sensitivity -75%
| Requires lv3 installed
| Requires lv3 installed
|-
|-
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=== Extra augs ===
=== Extra augs ===
-
An augmented person may choose 1 "Extra" augmentation, but only if they have at least 1 base already installed.
 
{|
{|
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| '''Notes'''
| '''Notes'''
|-
|-
-
| #38
+
| #X1
| ENBoost power battery, lv1
| ENBoost power battery, lv1
| PP +25
| PP +25
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|  
|  
|-
|-
-
| #39
+
| #X2
| ENBoost power battery, lv2
| ENBoost power battery, lv2
| PP +35
| PP +35
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| Provides an extra +35 Power Pool instantly
| Provides an extra +35 Power Pool instantly
| Requires lv1 installed
| Requires lv1 installed
 +
|
|-
|-
-
| #40
+
| #X3
-
| Weapon aug: XND-1000 excess energy dissipator
+
| Aug upgrade: XAU-1001 Tesla Coil
 +
| PP -0
 +
| 1000 P$
 +
| See [[Bionic augmentations#Aug upgrades|Aug upgrades]].
 +
| Requires XND-1000 installed
 +
|-
 +
| #X4
 +
| Aug upgrade: XAU-1002 Heat Beam
 +
| PP -0
 +
| 1000 P$
 +
| See [[Bionic augmentations#Aug upgrades|Aug upgrades]].
 +
| Requires XND-1000 installed
 +
|-
 +
| #X5
 +
| Aug upgrade: XAU-1003 Corrosive Shot
 +
| PP -0
 +
| 1000 P$
 +
| See [[Bionic augmentations#Aug upgrades|Aug upgrades]].
 +
| Requires XND-1000 installed
 +
|-
 +
| #X6
 +
| Aug upgrade: XAU-1004 Super Charge
| PP cost variable
| PP cost variable
| 2000 P$
| 2000 P$
-
| See [[Bionic augmentations#Weapon augs|Weapon augs]]
+
| See [[Bionic augmentations#Aug upgrades|Aug upgrades]].
-
|  
+
| Requires XND-1000 installed
-
|-
+
-
| #41
+
-
| Gem Power Extractor (GPE)
+
-
| PP -20
+
-
| 2200 P$
+
-
| See [[Bionic augmentations#Gem Power Extractor|Gem Power Extractor]]
+
-
|
+
|}
|}
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=== Akimbo Mind ===
=== Akimbo Mind ===
-
When installed, this augmentation...
+
When installed, this augmentation allows [[Weapon#One-handed use and dual wielding|one-handed use and dual wielding]] of '''Unrestricted''' weapons '''with no accuracy penalties.''' All other restrictions and limitations still apply.
-
 
+
-
* Allows 1-handed and dual-wielding of Class 3/Class 5 Short weapons without penalty.
+
-
* Allows dual-wielding any non Class 3/Class 5S with a FT+2 penalty instead of FT+4.
+
=== Bionic Antidote ===
=== Bionic Antidote ===
When installed, this augmentation modifies the user's sensitivity to [[Poison]].
When installed, this augmentation modifies the user's sensitivity to [[Poison]].
-
* With this aug, Cyanide poisoning now requires 15 extra turns before death occurs.
+
* With this aug, Cyanide poisoning now requires 15 additional turns before death occurs.
* If Venom poisoned, the augmentation allows the user to naturally eliminate Venom at a rate of 0.1/turn. It does not replace proper medical treatment, as Venom may still [[limb damage|damage the body]], but can serve as an emergency measure until antidote is available.
* If Venom poisoned, the augmentation allows the user to naturally eliminate Venom at a rate of 0.1/turn. It does not replace proper medical treatment, as Venom may still [[limb damage|damage the body]], but can serve as an emergency measure until antidote is available.
-
 
-
=== Gem Power Extractor ===
 
-
This unique augmentation is capable of absorbing [[Valuables|gems]] and extracting special effects for the benefit of the user.
 
-
 
-
In order to function, a gem must be inserted in the GPE. The GPE can only hold one gem at a time. After absorbing a gem, energy is extracted from it, destroying the gem in the process, and may be delivered into the user's body whenever they desire to activate it.
 
-
 
-
The GPE also requires energy to function. When the augmentation is installed for the first time, the GPE disposes of 20 '''Charges'''. If the GPE runs out of Charges, it is no longer capable of extracting energy from gems. It can hold a maximum of 40 Charges, and Charges can be refilled by using HITB batteries (each HITB battery refills 20 Charges). Every time a gem's energy is extracted, a Charge is consumed.
 
-
 
-
Effects are generally of a healing, defensive, or otherwise personally affecting nature. The GPE can be further upgraded with the [[Bionic augmentations#Weapon augs|Directional Beam Upgrade]], in order to affect other creatures with extracted effects.
 
-
 
-
* See also: [[List of Gem Power Extractor effects]].
 
=== Guardian LSS ===
=== Guardian LSS ===
Level 1:
Level 1:
-
* Maximum [[Pain]] Threshold increased by 15%
+
* [[Pain|Pain Blackout Threshold]] increased by 15%
 +
* Natural Blood regeneration (daily) is increased by 1, making the user regenerate 2 Blood every day at midnight at no extra cost of nutirtion or fatigue.
 +
 
Level 2:
Level 2:
-
* Maximum [[Pain]] Threshold increased by 25%
+
* [[Pain|Pain Blackout Threshold]] increased by 25%
-
* Natural Pain regeneration rate +1%/turn (without other modifiers, the rate becomes 3%/turn)
+
* Pain Sensitivity -10%
-
** Note: As a consequence, this will burn 15kcal/turn.
+
* Natural Pain regeneration (daily) is increased to 70%.
 +
* Natural Blood regeneration (daily) is increased by 2, making the user regenerate 3 Blood every day at midnight at no extra cost of nutirtion or fatigue.
Level 3:
Level 3:
-
* Maximum [[Pain]] Threshold increased by 50%
+
* [[Pain|Pain Blackout Threshold]] increased by 50%
-
* Natural Pain regeneration rate +1%/turn (without other modifiers, the rate becomes 3%/turn)
+
* Pain Sensitivity -20%
-
** Note: As a consequence, this will burn 15kcal/turn.
+
* Natural Pain regeneration (daily) is increased to 100%.
-
* Natural blood regeneration is now 0.2 unit/turn instead of 0.1 (note: as a consequence, this will burn 30kcal/turn instead of 15)
+
* Natural Blood regeneration (daily) is increased by 3, making the user regenerate 4 Blood every day at midnight at no extra cost of nutirtion or fatigue.
-
 
+
-
=== Hacking ===
+
-
Via the use of the ''HX-1337 hacking device'', an augmented Contestant may attempt hacking electronic devices; depending on the level installed, more devices may be hacked.
+
-
 
+
-
* Lv1 allows hacking electronic locks on containers.
+
-
* Lv2 allows hacking local computers' login/password request, which may be needed to unlock certain doors.
+
-
* Lv3 allows hacking certain computers (notably to attempt disabling special locks), and allows the user to attempt wirelessly hacking robots and drones (attempting to connect is a fixed FT 6 attack, if it's successful, the hacking mini-game begins). Does not work on the Duplica Bot.
+
-
 
+
-
==== Hacking mini-game ====
+
-
When attempting to hack, a hacking mini-game begins. The objective of the mini-game is to take control of the System the hacker is invading.
+
-
Each system has a varying difficulty level, which depends on the system one is attempting to hack.
+
-
 
+
-
Each System may be divided in Levels (the amount of which depends on difficulty level), and each Level is composed of Nodes (minimum 3). In order to pass a Level, the hacker must conquer over 50% of the Nodes.
+
-
 
+
-
To conquer a Node, the hacker must select it, then roll a 2d6 as if to roll an attack. Each Node has varying FT. Every time a node is being manipulated, a turn passes ; hacking may be interrupted by hostiles, so ensure the area is safe! If hacking is interrupted at any time, it is treated as having pulled out voluntarily - the mini-game must be restarted from the beginning. If WARN mode was triggered, the system locks down instead.
+
-
 
+
-
'''Node conquering''':
+
-
* Critical success: Conquers the Node automatically and causes a FT-1 bonus on all other Nodes of the Level.
+
-
* Success: Conquers the Node.
+
-
* Failure: Node is not conquered. Enables WARN mode.
+
-
* Critical failures: Node is not conquered. Enables WARN mode. Causes a FT+1 malus on all other Nodes of the Level.
+
-
 
+
-
'''WARN mode''':
+
-
* If on, the System has detected the hacker's presence; if the hacker fails twice, he/she is ejected from the System, and the System locks down.
+
-
* If the hacker pulls out from the System voluntarily while WARN mode is on, the System locks down as well.
+
-
* A locked-down system cannot be invaded anymore, and must be somehow reset, or destroyed.
+
-
 
+
-
===== Systems =====
+
-
'''Level 1 locks'''
+
-
* Levels: 1
+
-
* Nodes per Level: 1+1d4 (between 2 and 5)
+
-
* FT per Node: FT 3+1d3 (between 4 and 6)
+
-
'''Level 2 locks'''
+
-
* Levels: 1
+
-
* Nodes per Level: 2+1d5 (between 3 and 7)
+
-
* FT per Node: FT 4+1d3 (between 5 and 7)
+
-
'''Level 3 locks'''
+
-
* Levels: 2
+
-
* Nodes per Level: 3+1d6 (between 4 and 9)
+
-
* FT per Node: 4+1d4 (between 5 and 8)
+
-
'''Bot/Drone domination'''
+
-
* Levels: 3
+
-
* Nodes per Level: 2+1d5 (between 3 and 7)
+
-
* FT per Node: 4+1d5 (between 5 and 9)
+
-
* Success results: Robot or drone immediately disengages any hostile behavior. If possible, it may be reprogrammed to modify its behavior (ie, to tell it to attack or defend specific targets, etc.)
+
-
 
+
-
=== Social interaction enhancer ===
+
-
The ''Social interaction enhancer'' makes full use of an augmented brain and pair of eyes in order to augment the social aspect of the user's life.
+
-
The SIE turns the bionic eyes into a passive scanner capable of analyzing conversational partners, which grants the ability to discern concealed or otherwise inconspicuous details; such as:
+
-
* Name and basic physical information
+
-
* Hostility level towards the user
+
-
* Motive and attitude
+
-
* Persuasion efficiency (of the user, on the scanned beings), graded in five levels, ranging between Very Low, Low, Medium, High, Very High.
+
-
** A creature reaching Very Low is on the verge of permanently distrusting the user. Conversely, a Very High persuasion means they're about to accept the user's arguments.
+
-
* With sufficient time, morale levels
+
-
 
+
-
Presented in this way:
+
-
 
+
-
* New people: '''[SIE] Name: <target name>. Code: <full physio code> || <age, gender, height, weight, breast size if applicable> || Hostility: <hostility>. Attitude: <attitude>. Morale: <morale>. || <If conversation ongoing, rough persuasion levels are displayed>.'''
+
-
* Known people: '''[SIE] Name: <target name> || Hostility: <hostility>. Attitude: <attitude>. Morale: <morale>. || <If conversation ongoing, rough persuasion levels are displayed>.'''
+
-
 
+
-
These details may help an user inclined to persuade and sway other people, and can be a valuable tool for diplomats. While it is not a magical tool and will not tell the user precisely what to say or how to react, the SIE certainly may give helpful insight.
+
-
 
+
-
NOTE: It is possible the SIE may fail to fully scan other creatures, particularly if they belong to (or are shaped like) a species that is usually mindless, animal, or otherwise non-sapient.
+
=== Weapon augs ===
=== Weapon augs ===
-
 
-
'''Directional Beam Upgrade (DBU)''':
 
-
* User's arm is augmented with an arm cannon, which channels energy extracted from the Gem Power Extractor (GPE).
 
-
* The arm cannon can be used to aim at other living creatures and infuse them, instead of the wearer, with the extracted energy's effects.
 
-
* Using the DBU depletes 2 GPE charges instead of 1.
 
-
* Aiming and "firing" the DBU at another creature requires the player to roll, as if it was an attack. The DBU is subjected to a fixed FT 5.
 
'''PsyBlast''':
'''PsyBlast''':
-
* Psychic blast: SPECIAL-type, LDV N, IS 22, 33/33/33 33/33/33/33, bypasses Pain Sensitivity (treats it as being 100%), FT influenced.*
+
* Psychic blast: SPECIAL-type, LDV N, IS 22, 33/33/33 33/33/33/33/33, bypasses Pain Sensitivity (treats it as being 100%), ignores the user's IS tier modifiers (IS for this attack is always considered to be 22 no matter the amount of IS tier modifiers.)
'''Ripperclaws''':
'''Ripperclaws''':
-
* Grants the user retractable claws on the mounted fist. When extended, the claws allow for Blunt/Sharp-type punches, and when retracted, they allow for normal Blunt-type only punches.
+
* Grants the user retractable claws on the mounted fist. When extended, the claws allow for either Blunt-type (retracted) or Sharp-type punches (extended).
 +
** Users simply have to call the attack type, like they would for other multiple type weapons.
'''XND-1000 dissipator''':
'''XND-1000 dissipator''':
Line 552: Line 458:
* Aiming and firing the XND-1000 is subject to FT, influencable. This means that the XND operates under the FT aiming rules as ranged weapons, and that any FT modifiers will affect the user's accuracy with the XND-1000.
* Aiming and firing the XND-1000 is subject to FT, influencable. This means that the XND operates under the FT aiming rules as ranged weapons, and that any FT modifiers will affect the user's accuracy with the XND-1000.
* The arm cannon's ammunition is Power, and Max Power is equal to the amount of unassigned PP. Power recharges naturally at a rate of 0.5/turn until full.
* The arm cannon's ammunition is Power, and Max Power is equal to the amount of unassigned PP. Power recharges naturally at a rate of 0.5/turn until full.
 +
* No weapon skill affects the XND-1000, therefore accuracy cannot be influenced by Skill level, and directly depends on the user's natural FT.
* The XND-1000 offers two attacks:
* The XND-1000 offers two attacks:
-
** Force Bolt: Singular blast of energy which costs 5 Power. SPECIAL-type, LDV+2, IS 5, 28/28/28 28/28/28/28.
+
** Energy Blast: Singular blast of energy which costs 5 Power. SPECIAL-type, LDV+2, IS 5, 28/28/28 28/28/28/28.
-
** Charged Force Bolt: Singular blast of energy, of variable power. User can choose how much Power can be charged in a single shot (must be minimum 10)
+
** Charged Energy Blast: Singular blast of energy, of variable power. User can choose how much Power can be charged in a single shot (must be minimum 10)
*** Damage is SPECIAL-type. IS 9.
*** Damage is SPECIAL-type. IS 9.
*** Pain damage calculation formula: '''28 + ( (X/5) * 12 )''' where X is amount of power charged.
*** Pain damage calculation formula: '''28 + ( (X/5) * 12 )''' where X is amount of power charged.
*** LDV calculation formula: '''Total Pain discharged / 10''' rounded up.
*** LDV calculation formula: '''Total Pain discharged / 10''' rounded up.
-
*** ''Example:'' Charging 11 Power results in: Pain = '''28+((11/5)*12) = 54%''', and LDV = '''54 / 10 = 5.4, rounded to 5''' (thus LDV+5).
+
*** ''Example:'' Charging 10 Power results in: Pain = '''28+((10/5)*12) = 52%''', and LDV = '''52 / 10 = 5.2, rounded to 5''' (thus LDV+5).
-
*** WARNING: After firing a Charged Force Bolt, the user is considered stunned for 3 turns (current turn + next 2) as it drains considerable amounts of energy at once. Use with caution.
+
*** WARNING: After firing a Charged Energy Blast, the XND-1000 becomes unusable for 3 turns, as it drains considerable amounts of energy at once. Use with caution.
 +
 
 +
=== Aug upgrades ===
 +
 
 +
==== Upgrades for XND-1000 dissipator ====
 +
 
 +
'''XAU-1001 Tesla Coil'''
 +
* Effect: Changes damage type of XND-1000 shots to '''Spec-Elec'''. Adds a 50% chance to stun for 1d2 turns.
 +
 
 +
'''XAU-1002 Heat Beam'''
 +
* Effect: Changes damage type of XND-1000 shots to '''Spec-Fire'''.
 +
 
 +
'''XAU-1003 Corrosive Shot'''
 +
* Effect: Changes damage type of XND-1000 shots to '''Spec-Acid'''.
 +
 
 +
'''XAU-1004 Super Charge'''
 +
* Effect: Enables a new attack with the XND-1000, the Super Charged Force Bolt.
 +
** Super Charged Energy Blast: Singular blast of energy, of variable power and greater strength than the normal Charged Energy Blast. User can choose how much Power can be charged in a single shot (must be minimum 10)
 +
*** Damage is SPECIAL-type. IS 14.
 +
*** Pain damage calculation formula: '''42 + ( (X/5) * 16 )''' where X is amount of power charged.
 +
*** LDV calculation formula: '''Total Pain discharged / 10''' rounded up.
 +
*** ''Example:'' Charging 10 Power results in: Pain = '''42+((10/5)*16) = 74%''', and LDV = '''74 / 10 = 7.4, rounded to 7''' (thus LDV+7).
 +
*** WARNING: After firing a Super Charged Force Bolt, roll a 1d6. If the result is 1-5, the user's XND-1000 is disabled for as many turns. If the result is 6, the user's XND-1000 is disabled for 5 turns and the user themselves is stunned for 1d2 turns. Use with extreme caution.
== See also ==
== See also ==
*[[Secondary effect]]
*[[Secondary effect]]

Latest revision as of 13:29, 16 December 2019

Bionic augmentations, commonly shortened to just bionics or augs, are specially designed human body enhancements that can improve various aspects of the receiver's body and performance. In essence, any being that has received augmentations is usually referred to as an augmented person, an aug, or more pejoratively, a cyborg, a hanzer (from the word "enhancer"), and various other machine- or robot-related insults.

In MazeWorld, augmentations are enhancements that can modify or improve the contestant's body, upgrading various aspects of his or her performance; and so permanently. They can only be found in a bionics workshop, of which only one exists in the Mazes, and is the only location where those implants are designed, produced and sold.

Consequently, the scientific field of biological engineering is the subject of a Science Team in the Mazes, but is comprised of only one person; Lance "Chaosclaw" Austin, the only bionics engineer in all of Mazeworld. He is the only person who can install and remove implants; they cannot be used directly by the contestant.

There exists in the Mazes an intellectual movement of small size but of relative importance, which is related to augs and the wish for improving all humans as a whole, it is called transhumanism. Chaosclaw is a devout transhumanist and believes that the entire human genre should be born enhanced in the same way he "enhances" people via installing implants on clients.

Bionic implants may only be installed on humans and halflings, as Lance refuses to work on anything that isn't "human or para-human", and does not consider youkai, for example, to fit the definition. His reasons are unclear, though there is an implication that augmentations are only designed to work on humans or halflings, or that non-human/halfling bodies are not compatible with augmentations.

Function

Bionic augmentations work on the principle of bases and the augmentations proper. Bases can be seen as the 'hardware'; they are the physical body part replacements, while augmentations are the 'software', which offer the proper ability enhancements. Bases alone can sometimes provide bonuses, but the real source of enhanced abilities come from the augmentations.

Bases are non-removable; once the Contestant has chosen to get a body part augmented, he/she cannot revert back to natural body parts. Augmentations however, can be replaced and modified at the customer's leisure, as long as money allows. It must be noted that once an augmentation is removed, Lance refunds the customer for half the value of that augmentation. If it is desired again later, it must be paid for in full once again.

A third factor to take in account is a statistic called Power Pool, or simply PP. Having enough money to pay for an augmentation isn't sufficient; the customer's body must have sufficient energy reserves to be able to handle it, and each aug has a PP cost. This is where PP comes in play ; the more bases installed on the customer's body, the more PP they dispose of to install augmentations.

As a secondary effect and due to their nature as body part replacements, Bionic Arms, Legs and Eyes can replace corresponding severed limbs or destroyed eyes.

Bases

Name Power Pool Cost Notes
Bionic Arm PP +20 1000 P$ Can be installed twice (once per arm). Replaces arm and hand.
Bionic Leg PP +25 1250 P$ Can be installed twice (once per leg). Replaces leg and foot.
Brainpower Cerebral Enhancement Platform PP +25 500 P$ Has no effects on its own.
Bionic Eyes PP +10 1000 P$ Replaces natural eyes. Bionic eyes are indestructible.
Chest Augmentation Platform PP +40 2000 P$ Has no effects on its own.
Dermal Armor base platform PP +0 250 P$ Has no effects on its own; augmentations determine toughness

Augmentations

Note that the effects between leveling augmentations do not stack. For example, upgrading Muscular fiber enhancement from lv1 to lv2 does not result in stacking both effects - the superior level's effects replace the inferior's effects instead. This also means the PP costs are replaced instead of stacking.

Bionic Arm augs

No. Name Power Pool P$ cost Effects Notes
#A1 Muscular fiber enhancement, lv1 PP -5 550 P$ Strength +10%
#A2 Muscular fiber enhancement, lv2 PP -10 1100 P$ Strength +20% Requires lv1 installed.
#A3 Arm skeletal toughness treatment PP -15 1650 P$ Augmented arm+hand become unbreakable.
#A4 Arm tissue damage resistance, lv1 PP -5 1100 P$ Max limb HP increase: Arm +10, Hand +5
#A5 Arm tissue damage resistance, lv2 PP -10 2200 P$ Max limb HP increase: Arm +20, Hand +10 Requires lv1 installed
#A6 Weapon aug: Ripperclaws PP -10 1100 P$ See Weapon augs
#A7 Weapon aug: XND-1000 excess energy dissipator PP cost variable 2000 P$ See Weapon augs

Bionic Leg augs

No. Name Power Pool P$ cost Effects Notes
#B1 Leg skeletal toughness treatment PP -15 1650 P$ Augmented leg+foot become unbreakable.
#B2 Leg tissue damage resistance, lv1 PP -5 1100 P$ Max limb HP increase: Leg +10, Foot +5
#B3 Leg tissue damage resistance, lv2 PP -10 2200 P$ Max limb HP increase: Leg +20, Foot +10 Requires lv1 installed
#B4 Ninja Speed implant, lv1 PP -5 550 P$ Agility +1 Requires 2 bionic legs
#B5 Ninja Speed implant, lv2 PP -10 1100 P$ Agility +2 Requires 2 bionic legs. Requires lv1 installed

Brainpower augs

No. Name Power Pool P$ cost Effects Notes
#C1 Augmented sensorial awareness PP -5 550 P$ Permanent increased alertness
#C2 Cranial skeletal toughness treatment PP -15 1650 P$ Max limb HP increase: Head +5, Augmented head becomes unbreakable.
#C3 Akimbo Mind ambidexterity enhancement PP -25 2750 P$ See Akimbo Mind
#C4 Combat sensorial enhancement PP -25 2750 P$ Reduces IS by 1 tier Requires Augmented sensorial awareness installed
#C5 Weapon aug: PsyBlast PP -15 1650 P$ See Weapon augs Requires Augmented sensorial awareness installed

Bionic Eyes

No. Name Power Pool P$ cost Effects Notes
#D1 Sharp Vision accuracy enhancer, lv1 PP -20 2200 P$ FT-1
#D2 Sharp Vision accuracy enhancer, lv2 PP -45 4950 P$ FT-2 Requires lv1 installed
#D3 Ocular Shield vision preservation device PP -5 550 P$ Grants flashbang immunity
#D4 ICU smart vision implant PP -10 1100 P$ Grants permanent immunity to gases and togglable Night Vision.

Chest Platform augs

No. Name Power Pool P$ cost Effects Notes
#E1 Body tissue damage resistance, lv1 PP -10 1100 P$ Max limb HP increase: Torso +5, Hips +5
#E2 Body tissue damage resistance, lv2 PP -20 2200 P$ Max limb HP increase: Torso +10, Hips +10 Requires lv1 installed
#E3 Body skeletal toughness treatment PP -15 1650 P$ Augmented torso+hips become unbreakable.
#E4 Guardian Life Support System, lv1 PP -10 1100 P$ See Guardian LSS
#E5 Guardian Life Support System, lv2 PP -20 2200 P$ See Guardian LSS Requires lv1 installed
#E6 Guardian Life Support System, lv3 PP -30 3300 P$ See Guardian LSS Requires lv2 installed
#E7 ColdHeart XCR cardioregulator PP -10 1100 P$ Pain Death Threshold +20%, blocks incorrect blood transfusions
#E8 Bionic Antidote bloodstream regulator PP -15 1650 P$ See Bionic Antidote

Dermal Armor augs

No. Name Power Pool P$ cost Effects Notes
#F1 Body resiliency enhancer, lv1 ; Reptile Skin PP -5 550 P$ Pain Sensitivity -10%
#F2 Body resiliency enhancer, lv2 ; Daemon Skin PP -10 1100 P$ Pain Sensitivity -25% Requires lv1 installed
#F3 Body resiliency enhancer, lv3 ; Oni Skin PP -25 2750 P$ Pain Sensitivity -50% Requires lv2 installed
#F4 Body resiliency enhancer, lv4 ; Dragon Skin PP -40 4400 P$ Pain Sensitivity -75% Requires lv3 installed

Extra augs

No. Name Power Pool P$ cost Effects Notes
#X1 ENBoost power battery, lv1 PP +25 1500 P$ Provides an extra +25 Power Pool instantly
#X2 ENBoost power battery, lv2 PP +35 2000 P$ Provides an extra +35 Power Pool instantly Requires lv1 installed
#X3 Aug upgrade: XAU-1001 Tesla Coil PP -0 1000 P$ See Aug upgrades. Requires XND-1000 installed
#X4 Aug upgrade: XAU-1002 Heat Beam PP -0 1000 P$ See Aug upgrades. Requires XND-1000 installed
#X5 Aug upgrade: XAU-1003 Corrosive Shot PP -0 1000 P$ See Aug upgrades. Requires XND-1000 installed
#X6 Aug upgrade: XAU-1004 Super Charge PP cost variable 2000 P$ See Aug upgrades. Requires XND-1000 installed

Unique mechanics

Akimbo Mind

When installed, this augmentation allows one-handed use and dual wielding of Unrestricted weapons with no accuracy penalties. All other restrictions and limitations still apply.

Bionic Antidote

When installed, this augmentation modifies the user's sensitivity to Poison.

  • With this aug, Cyanide poisoning now requires 15 additional turns before death occurs.
  • If Venom poisoned, the augmentation allows the user to naturally eliminate Venom at a rate of 0.1/turn. It does not replace proper medical treatment, as Venom may still damage the body, but can serve as an emergency measure until antidote is available.

Guardian LSS

Level 1:

  • Pain Blackout Threshold increased by 15%
  • Natural Blood regeneration (daily) is increased by 1, making the user regenerate 2 Blood every day at midnight at no extra cost of nutirtion or fatigue.

Level 2:

  • Pain Blackout Threshold increased by 25%
  • Pain Sensitivity -10%
  • Natural Pain regeneration (daily) is increased to 70%.
  • Natural Blood regeneration (daily) is increased by 2, making the user regenerate 3 Blood every day at midnight at no extra cost of nutirtion or fatigue.

Level 3:

  • Pain Blackout Threshold increased by 50%
  • Pain Sensitivity -20%
  • Natural Pain regeneration (daily) is increased to 100%.
  • Natural Blood regeneration (daily) is increased by 3, making the user regenerate 4 Blood every day at midnight at no extra cost of nutirtion or fatigue.

Weapon augs

PsyBlast:

  • Psychic blast: SPECIAL-type, LDV N, IS 22, 33/33/33 33/33/33/33/33, bypasses Pain Sensitivity (treats it as being 100%), ignores the user's IS tier modifiers (IS for this attack is always considered to be 22 no matter the amount of IS tier modifiers.)

Ripperclaws:

  • Grants the user retractable claws on the mounted fist. When extended, the claws allow for either Blunt-type (retracted) or Sharp-type punches (extended).
    • Users simply have to call the attack type, like they would for other multiple type weapons.

XND-1000 dissipator:

  • The XND-1000 excess energy dissipator is an arm cannon, which draws power from unassigned Power Pool energy. It is disabled if there is less than 5 unassigned PP.
  • Aiming and firing the XND-1000 is subject to FT, influencable. This means that the XND operates under the FT aiming rules as ranged weapons, and that any FT modifiers will affect the user's accuracy with the XND-1000.
  • The arm cannon's ammunition is Power, and Max Power is equal to the amount of unassigned PP. Power recharges naturally at a rate of 0.5/turn until full.
  • No weapon skill affects the XND-1000, therefore accuracy cannot be influenced by Skill level, and directly depends on the user's natural FT.
  • The XND-1000 offers two attacks:
    • Energy Blast: Singular blast of energy which costs 5 Power. SPECIAL-type, LDV+2, IS 5, 28/28/28 28/28/28/28.
    • Charged Energy Blast: Singular blast of energy, of variable power. User can choose how much Power can be charged in a single shot (must be minimum 10)
      • Damage is SPECIAL-type. IS 9.
      • Pain damage calculation formula: 28 + ( (X/5) * 12 ) where X is amount of power charged.
      • LDV calculation formula: Total Pain discharged / 10 rounded up.
      • Example: Charging 10 Power results in: Pain = 28+((10/5)*12) = 52%, and LDV = 52 / 10 = 5.2, rounded to 5 (thus LDV+5).
      • WARNING: After firing a Charged Energy Blast, the XND-1000 becomes unusable for 3 turns, as it drains considerable amounts of energy at once. Use with caution.

Aug upgrades

Upgrades for XND-1000 dissipator

XAU-1001 Tesla Coil

  • Effect: Changes damage type of XND-1000 shots to Spec-Elec. Adds a 50% chance to stun for 1d2 turns.

XAU-1002 Heat Beam

  • Effect: Changes damage type of XND-1000 shots to Spec-Fire.

XAU-1003 Corrosive Shot

  • Effect: Changes damage type of XND-1000 shots to Spec-Acid.

XAU-1004 Super Charge

  • Effect: Enables a new attack with the XND-1000, the Super Charged Force Bolt.
    • Super Charged Energy Blast: Singular blast of energy, of variable power and greater strength than the normal Charged Energy Blast. User can choose how much Power can be charged in a single shot (must be minimum 10)
      • Damage is SPECIAL-type. IS 14.
      • Pain damage calculation formula: 42 + ( (X/5) * 16 ) where X is amount of power charged.
      • LDV calculation formula: Total Pain discharged / 10 rounded up.
      • Example: Charging 10 Power results in: Pain = 42+((10/5)*16) = 74%, and LDV = 74 / 10 = 7.4, rounded to 7 (thus LDV+7).
      • WARNING: After firing a Super Charged Force Bolt, roll a 1d6. If the result is 1-5, the user's XND-1000 is disabled for as many turns. If the result is 6, the user's XND-1000 is disabled for 5 turns and the user themselves is stunned for 1d2 turns. Use with extreme caution.

See also