Bionic augmentations (no ontology)

From Mazeworld

(Difference between revisions)
(Augmentations)
Line 262: Line 262:
|-
|-
|}
|}
 +
 +
== 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.
 +
* Lv2 allows hacking local computers' login/password request.
 +
* Lv3 allows hacking databases over MazeNet, as well as robots/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.
 +
 +
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:
 +
* Container electronic locks (Easy, Lv1 minimum)
 +
** Levels: 1
 +
** Nodes per Level: 1+1d4 (between 2 and 5)
 +
** FT per Node: FT 3+1d3 (between 4 and 6)
 +
** Success results: Unlocks and opens the container
 +
* Local computer access (Medium, lv2 minimum)
 +
** Levels: 1
 +
** Nodes per Level: 2+1d5 (between 3 and 7)
 +
** FT per Node: FT 4+1d3 (between 5 and 7)
 +
** Success results: Login and password information are revealed
 +
* Online database access (Hard, lv3 minimum)
 +
** Levels: 2
 +
** Nodes: 3+1d6 (between 4 and 9)
 +
** FT per Node: 4+1d4 (between 5 and 8)
 +
** Success results: Login and password information are revealed
 +
* Bot/Drone domination (Very hard, lv3 minimum)
 +
** Levels: 3
 +
** Nodes: 5+1d5 (between 6 and 10 nodes)
 +
** 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.)
== See also ==
== See also ==
*[[Secondary effect]]
*[[Secondary effect]]

Revision as of 19:01, 18 October 2014

This page is undergoing a major overhaul in preparation of an imminent update. Consider this page to be a WIP until this notice disappears.

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).

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, 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.

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.

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, it must be paid for 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.

Bases

Name Power Pool Cost Notes
Bionic Arm PP +20 1000 P$ Can be installed twice (one per arm). Replaces arm and hand.
Bionic Leg PP +25 1250 P$ Can be installed twice (one 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. Impervious to damage.
Chest Augmentation Platform PP +40 2000 P$ Has no effects on its own.
Dermal Armor 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

Name Power Pool P$ cost Effects Notes
Muscular fiber enhancement, lv1 PP -5 550 P$ Strength +10%
Muscular fiber enhancement, lv2 PP -10 1100 P$ Strength +20% Requires lv1 installed.
Arm skeletal toughness treatment PP -15 1650 P$ Implanted arm+hand become un-breakable
Arm tissue damage resistance, lv1 PP -10 1100 P$ Max limb HP increase - Arm +10, Hand +5
Arm tissue damage resistance, lv2 PP -20 2200 P$ Max limb HP increase - Arm +20, Hand +10 Requires lv1 installed
Weapon aug: Ripperclaws PP -10 1100 P$ User gains retractable claws which allow Blunt/Sharp-type punching

Bionic Leg augs

Name Power Pool P$ cost Effects Notes
Leg skeletal toughness treatment PP -15 1650 P$ Implanted leg+foot become un-breakable
Leg tissue damage resistance, lv1 PP -5 1100 P$ Max limb HP increase - Leg +10, Foot +5
Leg tissue damage resistance, lv2 PP -10 2200 P$ Max limb HP increase - Leg +10, Foot +5 Requires lv1 installed
Ninja Speed implant, lv1 PP -5 550 P$ Escaping, slipping past unnoticed and taking cover now have fixed FT 5
Ninja Speed implant, lv2 PP -10 1100 P$ Escaping, slipping past unnoticed and taking cover now have fixed FT 4 Requires lv1 installed
True Ninja Speed implant, lv3 PP -20 2200 P$ Escaping, slipping past unnoticed and taking cover now auto-succeed without the need to roll Requires lv2 installed

Brainpower augs

Name Power Pool P$ cost Effects Notes
Augmented sensorial awareness PP -5 550 P$ Permanent increased alertness
Akimbo Mind ambidexterity enhancement PP -15 1650 P$ See below
HX-1337 hacking device, lv1 PP -10 1100 P$ User may attempt hacking devices See Hacking

Akimbo Mind notes:

  • Allows 1-handed and dual-wielding of Class 3/Class 5 Short weapons without penalty.
  • Dual-wielding any non Class 3/Class 5S now has a FT+2 penalty instead of FT+4.

Bionic Eyes

Name Power Pool P$ cost Effects Notes

Chest Platform augs

Name Power Pool P$ cost Effects Notes

Dermal Armor augs

Name Power Pool P$ cost Effects Notes

Extra augs

An augmented person may choose 1 "Extra" augmentation, but only if they have at least 1 base already installed.

Name Power Pool P$ cost Effects Notes

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.
  • Lv2 allows hacking local computers' login/password request.
  • Lv3 allows hacking databases over MazeNet, as well as robots/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.

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:

  • Container electronic locks (Easy, Lv1 minimum)
    • Levels: 1
    • Nodes per Level: 1+1d4 (between 2 and 5)
    • FT per Node: FT 3+1d3 (between 4 and 6)
    • Success results: Unlocks and opens the container
  • Local computer access (Medium, lv2 minimum)
    • Levels: 1
    • Nodes per Level: 2+1d5 (between 3 and 7)
    • FT per Node: FT 4+1d3 (between 5 and 7)
    • Success results: Login and password information are revealed
  • Online database access (Hard, lv3 minimum)
    • Levels: 2
    • Nodes: 3+1d6 (between 4 and 9)
    • FT per Node: 4+1d4 (between 5 and 8)
    • Success results: Login and password information are revealed
  • Bot/Drone domination (Very hard, lv3 minimum)
    • Levels: 3
    • Nodes: 5+1d5 (between 6 and 10 nodes)
    • 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.)

See also