Bionic augmentations (no ontology)

From Mazeworld

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| #A4
| #A4
| Arm tissue damage resistance, lv1
| Arm tissue damage resistance, lv1
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| PP -10
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| 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  
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| #A5
| #A5
| Arm tissue damage resistance, lv2
| Arm tissue damage resistance, lv2
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| PP -20
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| 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  
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| PP -15
| PP -15
| 1650 P$
| 1650 P$
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| Augmented head becomes [[secondary effect|unbreakable]].
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| [[Limb damage|Max limb HP]] increase: Head +5, Augmented head becomes [[secondary effect|unbreakable]].
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| #C4
| #C4
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| HX-1337 hacking device, lv1
 
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| PP -10
 
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| 1100 P$
 
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| User may attempt hacking devices
 
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| See [[Bionic augmentations#Hacking|Hacking]]
 
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|-
 
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| #C5
 
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| HX-1337 hacking device, lv2
 
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| PP -15
 
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| 1700 P$
 
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| User may attempt hacking devices
 
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| See [[Bionic augmentations#Hacking|Hacking]]
 
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|-
 
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| #C6
 
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| HX-1337 hacking device, lv3
 
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| PP -20
 
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| 2500 P$
 
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| User may attempt hacking devices
 
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| See [[Bionic augmentations#Hacking|Hacking]]
 
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|-
 
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| #C7
 
| Combat sensorial enhancement
| Combat sensorial enhancement
| PP -25
| PP -25
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| Requires ''Augmented sensorial awareness'' installed
| Requires ''Augmented sensorial awareness'' installed
|-
|-
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| #C8
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| #C5
| Weapon aug: PsyBlast
| Weapon aug: PsyBlast
| PP -15
| PP -15
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| PP -5
| PP -5
| 550 P$
| 550 P$
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| Grants immunity to [[Secondary effect#Weapon light|weaponlight dazzling]] and flashbang effects
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| Grants [[Secondary effect#Accuracy|flashbang immunity]]
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|  
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| PP -10
| PP -10
| 1100 P$
| 1100 P$
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| [[Pain|Pain Death Threshold]] +20%.
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| [[Pain|Pain Death Threshold]] +20%, blocks incorrect blood transfusions
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|  
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=== Akimbo Mind ===
=== Akimbo Mind ===
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When installed, this augmentation allows [[Weapon#dual wielding|dual wielding]] of '''Unrestricted''' weapons '''with no dual-wielding penalty.'''
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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.
=== Bionic Antidote ===
=== Bionic Antidote ===
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Level 1:
Level 1:
* [[Pain|Pain Blackout 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:
* [[Pain|Pain Blackout 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 15 ntri/turn.
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* 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:
* [[Pain|Pain Blackout 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 15 ntri/turn.
+
* Natural Pain regeneration (daily) is increased to 100%.
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* Natural Blood regeneration is +0.1/turn (without other modifiers, the rate becomes 0.2 unit/turn instead of 0.1.)
+
* 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.
-
** As a consequence, this will burn 30 ntri/turn instead of 15.
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-
 
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=== Hacking ===
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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.
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-
 
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* Lv1 allows hacking simple [[Containers#lock types|electronic locks]].
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* Lv2 allows hacking Level 2 [[Containers#Lock types|computer locks]].
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* Lv3 allows hacking Level 3 [[Containers#Lock types|computer locks]] and control computers for FL/HS locks.
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-
 
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==== Hacking mini-game ====
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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.
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Each system has a varying difficulty level, which depends on the system one is attempting to hack.
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-
 
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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.
+
-
 
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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.
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-
 
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'''Node conquering''':
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* Critical success: Conquers the Node automatically and causes a FT-1 bonus for the remainder of the hacking session. The bonus can be stacked up to 3 times.
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* Success: Conquers the Node.
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* Failure: Node is not conquered. Enables WARN mode.
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* Critical failures: Node is not conquered. Enables WARN mode. Causes a FT+1 malus for the remainder of the hacking session.
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-
 
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'''WARN mode''':
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* 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.
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* If the hacker pulls out from the System voluntarily while WARN mode is on, the System locks down as well.
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* A locked-down system cannot be invaded anymore, and must be somehow reset, or destroyed.
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===== Systems =====
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'''Level 1 locks'''
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* Levels: 1
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* Nodes per Level: 1+1d4 (between 2 and 5)
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* FT per Node: FT 3+1d3 (between 4 and 6)
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'''Level 2 locks'''
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* Levels: 1
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* Nodes per Level: 2+1d5 (between 3 and 7)
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* FT per Node: FT 4+1d3 (between 5 and 7)
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'''Level 3 locks'''
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* Levels: 2
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* Nodes per Level: 3+1d6 (between 4 and 9)
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* FT per Node: 4+1d4 (between 5 and 8)
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=== Weapon augs ===
=== Weapon augs ===
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*** LDV calculation formula: '''Total Pain discharged / 10''' rounded up.
*** 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).
*** ''Example:'' Charging 10 Power results in: Pain = '''28+((10/5)*12) = 52%''', and LDV = '''52 / 10 = 5.2, rounded to 5''' (thus LDV+5).
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*** WARNING: After firing a Charged Energy Blast, the XND-1000 becomes unusable for 1d3 turns, as it drains considerable amounts of energy at once. Use with caution.
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*** 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 ===
=== Aug upgrades ===

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