Bionic augmentations (no ontology)
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** 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. For [[Gameplay mechanics#Initiative system|the purposes of IS and speed checking]], Ninja Speed users are considered even faster than encounters rolling 12 on taking cover. In the unlikely event that two Ninja Speed users are antagonists, they are treated as having the same speed (speed conflict may apply). |
== See also == | == See also == | ||
*[[Secondary effect]] | *[[Secondary effect]] |
Revision as of 12:10, 25 October 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
- Bionic Implant 1: Nervous system and synaptic enhancement (NS2E) - 1000 P$
- Bionic Implant 2: BCI microchip system, Brain/Eye enhancement (BCI:BE) - 1500 P$
- Bionic Implant 3: BCI reflex computer, Brain/Eye/Sensorial enhancement (BCI:BES) - 3000 P$
- Bionic Implant 11: "Akimbo Mind" dual wielding enabling enhancement (DWEE) - 2500 P$
- See article for more details.
- Bionic Implant 15: BCI mental augmentation, Brain/Mind enhancement (BCI:BM) - 3000 P$
- Increased accuracy (FT-1)
- Increased alertness
- New attack, Psychic blast: 33% Pain SPECIAL, fixed FT 5, bypasses Pain sensitivity, IS 22, LDV N.
- Bionic Implant 21: "Akimbo Master" dual wielding mastery enhancement (DWME) - 3000 P$
- Same as "Akimbo mind" + Increased accuracy (FT-1)
- Bionic Implant 22: "Bionic Eyes" vision versatility enhancer (VVE) - 3000 P$
- Increased accuracy (FT-1)
- Eyes are now indestructible
- Immunity to blindness and environmental blindness
- Immunity to the accuracy reduction effects of smoke grenades and flashbangs.
- Bionic Implant 26: "Armored Skull" cranial durability enhancer (CDE) - 2000 P$
- Head +20 max HP
- Head and face are now naturally ballistic protective.
Body implants
- Bionic Implant 4: Biomechanical Heart Enhancement (BHE) - 2000 P$
- Bionic Implant 5: Life Support System (LSS) - 2000 P$
- Maximum Pain threshold +25% (see article for more information)
- Bionic Implant 6: Biomechanical Upper Body Enhancement (BUBE) - 4000 P$
- Maximum Pain threshold +25%
- Pain regeneration rate +1% /turn
- Decreased Pain sensitivity (-10%)
- Torso +10 max HP
- Bionic Implant 12: "Dragon Skin" body resiliency enhancer (D-BRE) - 2500 P$
- Bionic Implant 13: Enhanced Digestive System (EDS) - 1500 P$
- For each portion of food eaten, a 4% nutrition bonus is given
- Bionic Implant 18: "Orc Skin" body resiliency enhancer (O-BRE) - 1000 P$
- Bionic Implant 19: "Hydra Skin" body resiliency enhancer (H-BRE) - 1500 P$
- Bionic Implant 20: "Armored Dragon Skin" body resiliency enhancer (A-BRE) - 2750 P$
- Decreased Pain sensitivity x5 (-50%)
- Ribs and hips are now unbreakable
- Torso +20 max HP, Hips +20 max HP
- Bionic Implant 27: Combat Initiative Enhancing Platform (CIEP) - 2500 P$
- Increased strength x2 (+20%)
- Decreased Pain sensitivity (-10%)
- Torso +10 max HP
- When fighting, 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
- Bionic Implant 7: Muscular enhancement system (Arm) (MES:A) - 1500 P$
- Increased strength (+10%)
- Arm +10 max HP (only affects the arm it has been installed on)
- Bionic Implant 8: Bionic Arm (BioA) - 2000 P$
- Increased strength x2 (+20%)
- Affected arm and hand are now unbreakable
- Arm +20 max HP, Hand +10 max HP (only affects the arm it has been installed on)
- Bionic Implant 14: "Gem Cannon" weaponized crystal charger (WCC) - 4000 P$, can only be installed once
- See article for more information
- Bionic Implant 16: "Ripperclaws" knuckle-claw augmented bionic arm (KABA) - 2500 P$
- Increased strength x2 (+20%)
- All punches are now treated as causing Sharp-type damage instead of Blunt-type.
- 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$
- Increased strength (+10%)
- Leg +10 max HP (only affects the leg it has been installed on)
- Bionic Implant 10: Bionic Leg (BioL) - 2000 P$
- Increased strength x2 (+20%)
- Affected leg and foot are now unbreakable
- 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$, can only be installed once
- New attack, Electail: 18% Pain Spec-Elec, Stuns targets, IS 9, LDV +2.
- New special ability, Disarming: IS 9, can latch onto an opponent's weapon and throw it on the user's side.
- Bionic Implant 25: "Ninja Speed" evasiveness and mobility enhancement (EME) - 2500 P$
- Escaping (whether stealthily or not) and taking cover no longer require a 2d6 roll to be performed, and always succeed. For the purposes of IS and speed checking, Ninja Speed users are considered even faster than encounters rolling 12 on taking cover. In the unlikely event that two Ninja Speed users are antagonists, they are treated as having the same speed (speed conflict may apply).