Bionic augmentations (no ontology)
From Mazeworld
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. Eyes become 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 un-breakable | |
#A4 | Arm tissue damage resistance, lv1 | PP -10 | 1100 P$ | Max limb HP increase: Arm +10, Hand +5 | |
#A5 | Arm tissue damage resistance, lv2 | PP -20 | 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 un-breakable | |
#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$ | Augmented head become un-breakable | |
#C3 | Akimbo Mind ambidexterity enhancement | PP -15 | 1650 P$ | See Akimbo Mind | |
#C4 | HX-1337 hacking device, lv1 | PP -10 | 1100 P$ | User may attempt hacking devices | See Hacking |
#C5 | HX-1337 hacking device, lv2 | PP -15 | 1700 P$ | User may attempt hacking devices | See Hacking |
#C6 | HX-1337 hacking device, lv3 | PP -20 | 2500 P$ | User may attempt hacking devices | See Hacking |
#C7 | Combat sensorial enhancement | PP -25 | 2750 P$ | Reduces IS by 1 tier | Requires Augmented sensorial awareness installed |
#C8 | 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 immunity to weaponlight dazzling and flashbang effects | |
#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 un-breakable | |
#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%. | |
#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 |
Notes:
- Indestructible eyes effectively negate any effect that would destroy eyes, and subsequently cause perception loss or blindness.
- Unbreakable limbs negate any effect that would cause that limb to be broken.
Unique mechanics
Akimbo Mind
When installed, this augmentation...
- 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
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%
Level 2:
- Pain Blackout Threshold increased by 25%
- Natural Pain regeneration rate +1%/turn (without other modifiers, the rate becomes 3%/turn)
- Note: As a consequence, this will burn 15 ntri/turn.
Level 3:
- Pain Blackout Threshold increased by 50%
- Natural Pain regeneration rate +1%/turn (without other modifiers, the rate becomes 3%/turn)
- Note: As a consequence, this will burn 15 ntri/turn.
- Natural Blood regeneration is +0.1/turn (without other modifiers, the rate becomes 0.2 unit/turn instead of 0.1.)
- As a consequence, this will burn 30 ntri/turn instead of 15.
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 simple electronic locks.
- Lv2 allows hacking Level 2 computer locks.
- Lv3 allows hacking Level 3 computer locks and control computers for FL/HS 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 for the remainder of the hacking session. The bonus can be stacked up to 3 times.
- 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 for the remainder of the hacking session.
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.)
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 1d3 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.
- 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)