Bionic augmentations (no ontology)

From Mazeworld

(Difference between revisions)
(List of bionic implants)
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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.<br /><br/>
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.<br /><br/>
There exists in the Mazes an intellectual movement of small size but of relative importance, which is related to bionics 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 just the ways he "enhances" people via installing implants on clients.<br/>
There exists in the Mazes an intellectual movement of small size but of relative importance, which is related to bionics 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 just the ways he "enhances" people via installing implants on clients.<br/>
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=== List of bionic implants ===
 
==== Head implants ====
==== Head implants ====
-
*Bionic Implant 1: Nervous system and synaptic enhancement (NS2E) - '''1000 P$'''
+
*'''Bionic Implant 1''': Nervous system and synaptic enhancement (NS2E) - '''1000 P$'''
** [[Secondary effect#Mind and psyche|Increased alertness]]
** [[Secondary effect#Mind and psyche|Increased alertness]]
-
*Bionic Implant 2: BCI microchip system, Brain/Eye enhancement (BCI:BE) - '''1500 P$'''
+
*'''Bionic Implant 2''': BCI microchip system, Brain/Eye enhancement (BCI:BE) - '''1500 P$'''
** [[Secondary effect#Accuracy|Increased accuracy (FT-1)]]
** [[Secondary effect#Accuracy|Increased accuracy (FT-1)]]
-
*Bionic Implant 3: BCI reflex computer, Brain/Eye/Sensorial enhancement (BCI:BES) - '''3000 P$'''
+
*'''Bionic Implant 3''': BCI reflex computer, Brain/Eye/Sensorial enhancement (BCI:BES) - '''3000 P$'''
** [[Secondary effect#Accuracy|Increased accuracy (FT-1)]]
** [[Secondary effect#Accuracy|Increased accuracy (FT-1)]]
** [[Secondary effect#Strength|Increased strength x2 (+20%)]]
** [[Secondary effect#Strength|Increased strength x2 (+20%)]]
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*[[Bionic Implant 11]]: "Akimbo Mind" dual wielding enabling enhancement (DWEE) - '''2500 P$'''
*[[Bionic Implant 11]]: "Akimbo Mind" dual wielding enabling enhancement (DWEE) - '''2500 P$'''
** See article for more details.
** See article for more details.
-
*Bionic Implant 15: BCI mental augmentation, Brain/Mind enhancement (BCI:BM) - '''3000 P$'''
+
*'''Bionic Implant 15''': BCI mental augmentation, Brain/Mind enhancement (BCI:BM) - '''3000 P$'''
** [[Secondary effect#Accuracy|Increased accuracy (FT-1)]]
** [[Secondary effect#Accuracy|Increased accuracy (FT-1)]]
** [[Secondary effect#Mind and psyche|Increased alertness]]
** [[Secondary effect#Mind and psyche|Increased alertness]]
** New attack, '''Psychic blast''': 33% [[Pain]] SPECIAL, fixed FT 5, bypasses Pain sensitivity, [[Gameplay mechanics#Initiative system|IS 22]], [[Limb damage|LDV N]].
** New attack, '''Psychic blast''': 33% [[Pain]] SPECIAL, fixed FT 5, bypasses Pain sensitivity, [[Gameplay mechanics#Initiative system|IS 22]], [[Limb damage|LDV N]].
-
*Bionic Implant 21: "Akimbo Master" dual wielding mastery enhancement (DWME) - '''3000 P$'''
+
*'''Bionic Implant 21''': "Akimbo Master" dual wielding mastery enhancement (DWME) - '''3000 P$'''
** Same as "Akimbo mind" + [[Secondary effect#Accuracy|Increased accuracy (FT-1)]]
** Same as "Akimbo mind" + [[Secondary effect#Accuracy|Increased accuracy (FT-1)]]
-
*Bionic Implant 22: "Bionic Eyes" vision versatility enhancer (VVE) - '''3000 P$'''
+
*'''Bionic Implant 22''': "Bionic Eyes" vision versatility enhancer (VVE) - '''3000 P$'''
** [[Secondary effect#Accuracy|Increased accuracy (FT-1)]]
** [[Secondary effect#Accuracy|Increased accuracy (FT-1)]]
** Eyes are now indestructible
** Eyes are now indestructible
** Immunity to [[Secondary effect#Accuracy|blindness and environmental blindness]]
** Immunity to [[Secondary effect#Accuracy|blindness and environmental blindness]]
** Immunity to the accuracy reduction effects of smoke grenades and flashbangs.
** Immunity to the accuracy reduction effects of smoke grenades and flashbangs.
-
*Bionic Implant 26: "Armored Skull" cranial durability enhancer (CDE) - '''2000 P$'''
+
*'''Bionic Implant 26''': "Armored Skull" cranial durability enhancer (CDE) - '''2000 P$'''
** [[Limb damage|Head +20 max HP]]
** [[Limb damage|Head +20 max HP]]
** Head and face are now naturally [[Secondary effect#Clothing style|ballistic protective]].
** Head and face are now naturally [[Secondary effect#Clothing style|ballistic protective]].
==== Body implants ====
==== Body implants ====
-
*Bionic Implant 4: Biomechanical Heart Enhancement (BHE) - '''2000 P$'''
+
*'''Bionic Implant 4''': Biomechanical Heart Enhancement (BHE) - '''2000 P$'''
** [[Pain]] regeneration rate +1% /turn
** [[Pain]] regeneration rate +1% /turn
** Maximum [[Bleeding]] counter +5
** Maximum [[Bleeding]] counter +5
*[[Bionic Implant 5]]: Life Support System (LSS) - '''2000 P$'''
*[[Bionic Implant 5]]: Life Support System (LSS) - '''2000 P$'''
** Maximum [[Pain]] threshold +25% (see article for more information)
** Maximum [[Pain]] threshold +25% (see article for more information)
-
*Bionic Implant 6: Biomechanical Upper Body Enhancement (BUBE) - '''4000 P$'''
+
*'''Bionic Implant 6''': Biomechanical Upper Body Enhancement (BUBE) - '''4000 P$'''
** Maximum [[Pain]] threshold +25%
** Maximum [[Pain]] threshold +25%
** [[Pain]] regeneration rate +1% /turn
** [[Pain]] regeneration rate +1% /turn
** [[Secondary effect#Pain sensitivity|Decreased Pain sensitivity (-10%)]]
** [[Secondary effect#Pain sensitivity|Decreased Pain sensitivity (-10%)]]
** [[Limb damage|Torso +10 max HP]]
** [[Limb damage|Torso +10 max HP]]
-
*Bionic Implant 12: "Dragon Skin" body resiliency enhancer (D-BRE) - '''2500 P$'''
+
*'''Bionic Implant 12''': "Dragon Skin" body resiliency enhancer (D-BRE) - '''2500 P$'''
** [[Secondary effect#Pain sensitivity|Decreased Pain sensitivity x5 (-50%)]]
** [[Secondary effect#Pain sensitivity|Decreased Pain sensitivity x5 (-50%)]]
-
*Bionic Implant 13: Enhanced Digestive System (EDS) - '''1500 P$'''
+
*'''Bionic Implant 13''': Enhanced Digestive System (EDS) - '''1500 P$'''
** For each portion of food eaten, a 4% nutrition bonus is given
** For each portion of food eaten, a 4% nutrition bonus is given
-
*Bionic Implant 18: "Orc Skin" body resiliency enhancer (O-BRE) - '''1000 P$'''
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*'''Bionic Implant 18''': "Orc Skin" body resiliency enhancer (O-BRE) - '''1000 P$'''
** [[Secondary effect#Pain sensitivity|Decreased Pain sensitivity (-10%)]]
** [[Secondary effect#Pain sensitivity|Decreased Pain sensitivity (-10%)]]
-
*Bionic Implant 19: "Hydra Skin" body resiliency enhancer (H-BRE) - '''1500 P$'''
+
*'''Bionic Implant 19''': "Hydra Skin" body resiliency enhancer (H-BRE) - '''1500 P$'''
** [[Secondary effect#Pain sensitivity|Decreased Pain sensitivity x3 (-30%)]]
** [[Secondary effect#Pain sensitivity|Decreased Pain sensitivity x3 (-30%)]]
-
*Bionic Implant 20: "Armored Dragon Skin" body resiliency enhancer (A-BRE) - '''2750 P$'''
+
*'''Bionic Implant 20''': "Armored Dragon Skin" body resiliency enhancer (A-BRE) - '''2750 P$'''
** [[Secondary effect#Pain sensitivity|Decreased Pain sensitivity x5 (-50%)]]
** [[Secondary effect#Pain sensitivity|Decreased Pain sensitivity x5 (-50%)]]
** Ribs and hips are now [[Broken limb|unbreakable]]
** Ribs and hips are now [[Broken limb|unbreakable]]
** [[Limb damage|Torso +20 max HP, Hips +20 max HP]]
** [[Limb damage|Torso +20 max HP, Hips +20 max HP]]
-
*Bionic Implant 27: Combat Initiative Enhancing Platform (CIEP) - '''2500 P$'''
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*'''Bionic Implant 27''': Combat Initiative Enhancing Platform (CIEP) - '''2500 P$'''
 +
** [[Secondary effect#Strength|Increased strength x2 (+20%)]]
 +
** [[Secondary effect#Pain sensitivity|Decreased Pain sensitivity (-10%)]]
 +
** [[Limb damage|Torso +10 max HP]]
 +
** When fighting, [[Gameplay mechanics#Initiative system|IS level]] is considered one tier lower for all actions. (For example, a weapon that has a weight of 9 units will have an IS dropped to 5 instead of 9, and so on.)
==== Arm implants ====
==== Arm implants ====
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*Bionic Implant 7: Muscular enhancement system (Arm) (MES:A) - '''1500 P$'''
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*'''Bionic Implant 7''': Muscular enhancement system (Arm) (MES:A) - '''1500 P$'''
** [[Secondary effect#Strength|Increased strength (+10%)]]
** [[Secondary effect#Strength|Increased strength (+10%)]]
** [[Limb damage|Arm +10 max HP]] (only affects the arm it has been installed on)
** [[Limb damage|Arm +10 max HP]] (only affects the arm it has been installed on)
-
*Bionic Implant 8: Bionic Arm (BioA) - '''2000 P$'''
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*'''Bionic Implant 8''': Bionic Arm (BioA) - '''2000 P$'''
** [[Secondary effect#Strength|Increased strength x2 (+20%)]]
** [[Secondary effect#Strength|Increased strength x2 (+20%)]]
** Affected arm and hand are now [[Broken limb|unbreakable]]
** Affected arm and hand are now [[Broken limb|unbreakable]]
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*[[Bionic Implant 14]]: "Gem Cannon" weaponized crystal charger (WCC) - '''4000 P$, can only be installed once'''
*[[Bionic Implant 14]]: "Gem Cannon" weaponized crystal charger (WCC) - '''4000 P$, can only be installed once'''
** See article for more information
** See article for more information
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*Bionic Implant 16: "Ripperclaws" knuckle-claw augmented bionic arm (KABA) - '''2500 P$'''
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*'''Bionic Implant 16''': "Ripperclaws" knuckle-claw augmented bionic arm (KABA) - '''2500 P$'''
** [[Secondary effect#Strength|Increased strength x2 (+20%)]]
** [[Secondary effect#Strength|Increased strength x2 (+20%)]]
** All punches are now treated as causing '''Sharp-type''' damage instead of Blunt-type.
** All punches are now treated as causing '''Sharp-type''' damage instead of Blunt-type.
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*Bionic Implant 23: Encounter affinity identification scanner (EAIS) - '''1500 P$, can only be installed once'''
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*'''Bionic Implant 23''': Encounter affinity identification scanner (EAIS) - '''1500 P$, can only be installed once'''
** Scans all encounters in the same room as the user, gives information about their hostility to the user and to each other. Is compatible with disguises (the scanner's results change accordingly)
** Scans all encounters in the same room as the user, gives information about their hostility to the user and to each other. Is compatible with disguises (the scanner's results change accordingly)
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*Bionic Implant 24: Item composition identification scanner (ICIS) - '''2750 P$, can only be installed once'''
+
*'''Bionic Implant 24''': Item composition identification scanner (ICIS) - '''2750 P$, can only be installed once'''
** Automatically [[identification|identifies]] all items that can be identified.
** Automatically [[identification|identifies]] all items that can be identified.
** Gives precise information about all items encountered (seen or carried) as well as their status and effects, if not known already
** Gives precise information about all items encountered (seen or carried) as well as their status and effects, if not known already
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==== Leg implants ====
==== Leg implants ====
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*Bionic Implant 9: Muscular enhancement system (Leg) (MES:L) - '''1500 P$'''
+
*'''Bionic Implant 9''': Muscular enhancement system (Leg) (MES:L) - '''1500 P$'''
** [[Secondary effect#Strength|Increased strength (+10%)]]
** [[Secondary effect#Strength|Increased strength (+10%)]]
** [[Limb damage|Leg +10 max HP]] (only affects the leg it has been installed on)
** [[Limb damage|Leg +10 max HP]] (only affects the leg it has been installed on)
-
*Bionic Implant 10: Bionic Leg (BioL) - '''2000 P$'''
+
*'''Bionic Implant 10''': Bionic Leg (BioL) - '''2000 P$'''
** [[Secondary effect#Strength|Increased strength x2 (+20%)]]
** [[Secondary effect#Strength|Increased strength x2 (+20%)]]
** Affected leg and foot are now [[Broken limb|unbreakable]]
** Affected leg and foot are now [[Broken limb|unbreakable]]
** [[Limb damage|Leg +20 max HP, Foot +10 max HP]] (only affects the leg it has been installed on)
** [[Limb damage|Leg +20 max HP, Foot +10 max HP]] (only affects the leg it has been installed on)
-
*Bionic Implant 17: "Electail" cybernetic tail attachment (CTA) - '''2500 P$, can only be installed once'''
+
*'''Bionic Implant 17''': "Electail" cybernetic tail attachment (CTA) - '''2500 P$, can only be installed once'''
** New attack, '''Electail''': 18% [[Pain]] Spec-Elec, [[Secondary effect#Elemental|Stuns targets]], [[Gameplay mechanics#Initiative system|IS 9]], [[Limb damage|LDV +2]].
** New attack, '''Electail''': 18% [[Pain]] Spec-Elec, [[Secondary effect#Elemental|Stuns targets]], [[Gameplay mechanics#Initiative system|IS 9]], [[Limb damage|LDV +2]].
** New special ability, '''Disarming''': [[Gameplay mechanics#Initiative system|IS 9]], can latch onto an opponent's weapon and throw it on the user's side.
** New special ability, '''Disarming''': [[Gameplay mechanics#Initiative system|IS 9]], can latch onto an opponent's weapon and throw it on the user's side.
-
*Bionic Implant 25: "Ninja Speed" evasiveness and mobility enhancement (EME) - '''2500 P$'''
+
*'''Bionic Implant 25''': "Ninja Speed" evasiveness and mobility enhancement (EME) - '''2500 P$'''
** Escaping (whether stealthily or not) and taking [[cover]] no longer require a 2d6 roll to be performed, and always succeed.
** Escaping (whether stealthily or not) and taking [[cover]] no longer require a 2d6 roll to be performed, and always succeed.
== See also ==
== See also ==
*[[Secondary effect]]
*[[Secondary effect]]

Revision as of 23:27, 23 August 2013

Bionic implants, commonly shortened to just bionics, are specially crafted human body enhancements that can improve various aspects of the implant receiver's body and performance. In essence, any being that has received bionics can be considered a cyborg (cybernetic organism).

In Mazeworld, bionics are rare and useful enhancements that can modify or engance the contestant's body, upgrading various aspects of his or her performance; and so permanently, at least so long as the bionic implant is still installed (or the body part it has been installed on is still attached). They can be found at random in the rooms or purchased 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, 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 bionics 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 just the ways he "enhances" people via installing implants on clients.

Head implants

Body implants

Arm implants

  • Bionic Implant 7: Muscular enhancement system (Arm) (MES:A) - 1500 P$
  • Bionic Implant 8: Bionic Arm (BioA) - 2000 P$
  • Bionic Implant 14: "Gem Cannon" weaponized crystal charger (WCC) - 4000 P$, can only be installed once
    • See article for more information
  • Bionic Implant 16: "Ripperclaws" knuckle-claw augmented bionic arm (KABA) - 2500 P$
  • Bionic Implant 23: Encounter affinity identification scanner (EAIS) - 1500 P$, can only be installed once
    • Scans all encounters in the same room as the user, gives information about their hostility to the user and to each other. Is compatible with disguises (the scanner's results change accordingly)
  • Bionic Implant 24: Item composition identification scanner (ICIS) - 2750 P$, can only be installed once
    • Automatically identifies all items that can be identified.
    • Gives precise information about all items encountered (seen or carried) as well as their status and effects, if not known already
    • Gives accurate percentage readouts of the condition of all firearms encountered (seen, equipped and/or spare).

Leg implants

  • Bionic Implant 9: Muscular enhancement system (Leg) (MES:L) - 1500 P$
  • Bionic Implant 10: Bionic Leg (BioL) - 2000 P$
  • Bionic Implant 17: "Electail" cybernetic tail attachment (CTA) - 2500 P$, can only be installed once
    • New attack, Electail: 18% Pain Spec-Elec, Stuns targets, IS 9, LDV +2.
    • New special ability, Disarming: IS 9, can latch onto an opponent's weapon and throw it on the user's side.
  • Bionic Implant 25: "Ninja Speed" evasiveness and mobility enhancement (EME) - 2500 P$
    • Escaping (whether stealthily or not) and taking cover no longer require a 2d6 roll to be performed, and always succeed.

See also