Bionic augmentations (no ontology)

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'''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''' ('''cyb'''ernetic '''org'''anism).<br/>
+
'''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 "en'''hancer'''"), and various other machine- or robot-related insults.
-
In [[Mazeworld]], bionics are rare and useful enhancements that can modify or engance the [[Contestant|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 [[severed limb|is still attached]]). They can be found at random in the [[Room|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.<br/>
+
In [[MazeWorld]], augmentations are enhancements that can modify or improve the [[Contestant|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 [[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/>
+
-
==== Head implants ====
+
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" 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.
-
*'''Bionic Implant 1''': Nervous system and synaptic enhancement (NS2E) - '''1000 P$'''
+
-
** [[Secondary effect#Mind and psyche|Increased alertness]]
+
-
*'''Bionic Implant 2''': BCI microchip system, Brain/Eye enhancement (BCI:BE) - '''1500 P$'''
+
-
** [[Secondary effect#Accuracy|Increased accuracy (FT-1)]]
+
-
*'''Bionic Implant 3''': BCI reflex computer, Brain/Eye/Sensorial enhancement (BCI:BES) - '''3000 P$'''
+
-
** [[Secondary effect#Accuracy|Increased accuracy (FT-1)]]
+
-
** [[Secondary effect#Strength|Increased strength x2 (+20%)]]
+
-
** [[Secondary effect#Mind and psyche|Increased alertness]]
+
-
*[[Bionic Implant 11]]: "Akimbo Mind" dual wielding enabling enhancement (DWEE) - '''2500 P$'''
+
-
** See article for more details.
+
-
*'''Bionic Implant 15''': BCI mental augmentation, Brain/Mind enhancement (BCI:BM) - '''3000 P$'''
+
-
** [[Secondary effect#Accuracy|Increased accuracy (FT-1)]]
+
-
** [[Secondary effect#Mind and psyche|Increased alertness]]
+
-
** New attack, '''Psychic blast''': 33% [[Pain]] SPECIAL, fixed FT 5, bypasses Pain sensitivity, [[Gameplay mechanics#Initiative system|IS 22]], [[Limb damage|LDV N]].
+
-
*'''Bionic Implant 21''': "Akimbo Master" dual wielding mastery enhancement (DWME) - '''3000 P$'''
+
-
** Same as "Akimbo mind" + [[Secondary effect#Accuracy|Increased accuracy (FT-1)]]
+
-
*'''Bionic Implant 22''': "Bionic Eyes" vision versatility enhancer (VVE) - '''3000 P$'''
+
-
** [[Secondary effect#Accuracy|Increased accuracy (FT-1)]]
+
-
** Eyes are now indestructible
+
-
** Immunity to [[Secondary effect#Accuracy|blindness and environmental blindness]]
+
-
** Immunity to the accuracy reduction effects of smoke grenades and flashbangs.
+
-
*'''Bionic Implant 26''': "Armored Skull" cranial durability enhancer (CDE) - '''2000 P$'''
+
-
** [[Limb damage|Head +20 max HP]]
+
-
** Head and face are now naturally [[Secondary effect#Clothing style|ballistic protective]].
+
-
==== Body implants ====
+
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 Implant 4''': Biomechanical Heart Enhancement (BHE) - '''2000 P$'''
+
-
** [[Pain]] regeneration rate +1% /turn
+
-
** Maximum [[Bleeding]] counter +5
+
-
*[[Bionic Implant 5]]: Life Support System (LSS) - '''2000 P$'''
+
-
** Maximum [[Pain]] threshold +25% (see article for more information)
+
-
*'''Bionic Implant 6''': Biomechanical Upper Body Enhancement (BUBE) - '''4000 P$'''
+
-
** Maximum [[Pain]] threshold +25%
+
-
** [[Pain]] regeneration rate +1% /turn
+
-
** [[Secondary effect#Pain sensitivity|Decreased Pain sensitivity (-10%)]]
+
-
** [[Limb damage|Torso +10 max HP]]
+
-
*'''Bionic Implant 12''': "Dragon Skin" body resiliency enhancer (D-BRE) - '''2500 P$'''
+
-
** [[Secondary effect#Pain sensitivity|Decreased Pain sensitivity x5 (-50%)]]
+
-
*'''Bionic Implant 13''': Enhanced Digestive System (EDS) - '''1500 P$'''
+
-
** For each portion of food eaten, a 4% nutrition bonus is given
+
-
*'''Bionic Implant 18''': "Orc Skin" body resiliency enhancer (O-BRE) - '''1000 P$'''
+
-
** [[Secondary effect#Pain sensitivity|Decreased Pain sensitivity (-10%)]]
+
-
*'''Bionic Implant 19''': "Hydra Skin" body resiliency enhancer (H-BRE) - '''1500 P$'''
+
-
** [[Secondary effect#Pain sensitivity|Decreased Pain sensitivity x3 (-30%)]]
+
-
*'''Bionic Implant 20''': "Armored Dragon Skin" body resiliency enhancer (A-BRE) - '''2750 P$'''
+
-
** [[Secondary effect#Pain sensitivity|Decreased Pain sensitivity x5 (-50%)]]
+
-
** Ribs and hips are now [[Broken limb|unbreakable]]
+
-
** [[Limb damage|Torso +20 max HP, Hips +20 max HP]]
+
-
*'''Bionic Implant 27''': Combat Initiative Enhancing Platform (CIEP) - '''2500 P$'''
+
-
** [[Secondary effect#Strength|Increased strength x2 (+20%)]]
+
-
** [[Secondary effect#Pain sensitivity|Decreased Pain sensitivity (-10%)]]
+
-
** [[Limb damage|Torso +10 max HP]]
+
-
** When fighting, [[Gameplay mechanics#Initiative system|Initiative speed]] is considered one tier lower for all actions requiring IS (For example, a weapon that has a weight of 9 units will have an IS dropped to 5 instead of 9, and so on.)
+
-
** List of weight tiers: 1 - 3 - 5 - 9 - 14 - 22 - Unsp
+
-
==== Arm implants ====
+
Bionic implants '''may only be installed on humans and halflings''', as Lance refuses to work on anything that isn't "human or para-human", and does not consider youkai, for example, to fit the definition. His reasons are unclear, though there is an implication that augmentations are only designed to work on humans or halflings, or that non-human/halfling bodies are not compatible with augmentations.
-
*'''Bionic Implant 7''': Muscular enhancement system (Arm) (MES:A) - '''1500 P$'''
+
-
** [[Secondary effect#Strength|Increased strength (+10%)]]
+
-
** [[Limb damage|Arm +10 max HP]] (only affects the arm it has been installed on)
+
-
*'''Bionic Implant 8''': Bionic Arm (BioA) - '''2000 P$'''
+
-
** [[Secondary effect#Strength|Increased strength x2 (+20%)]]
+
-
** Affected arm and hand are now [[Broken limb|unbreakable]]
+
-
** [[Limb damage|Arm +20 max HP, Hand +10 max HP]] (only affects the arm it has been installed on)
+
-
*[[Bionic Implant 14]]: "Gem Cannon" weaponized crystal charger (WCC) - '''4000 P$, can only be installed once'''
+
-
** See article for more information
+
-
*'''Bionic Implant 16''': "Ripperclaws" knuckle-claw augmented bionic arm (KABA) - '''2500 P$'''
+
-
** [[Secondary effect#Strength|Increased strength x2 (+20%)]]
+
-
** All punches are now treated as causing '''Sharp-type''' damage instead of Blunt-type.
+
-
*'''Bionic Implant 23''': Encounter affinity identification scanner (EAIS) - '''1500 P$, 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$, can only be installed once'''
+
-
** Automatically [[identification|identifies]] all items that can be identified.
+
-
** Gives precise information about all items encountered (seen or carried) as well as their status and effects, if not known already
+
-
** Gives accurate percentage readouts of the [[Firearm maintenance|condition]] of all firearms encountered (seen, equipped and/or spare).
+
-
==== Leg implants ====
+
== Function ==
-
*'''Bionic Implant 9''': Muscular enhancement system (Leg) (MES:L) - '''1500 P$'''
+
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.
-
** [[Secondary effect#Strength|Increased strength (+10%)]]
+
 
-
** [[Limb damage|Leg +10 max HP]] (only affects the leg it has been installed on)
+
Bases are non-removable; once the Contestant has chosen to get a body part augmented, he/she cannot revert back to natural body parts.
-
*'''Bionic Implant 10''': Bionic Leg (BioL) - '''2000 P$'''
+
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.
-
** [[Secondary effect#Strength|Increased strength x2 (+20%)]]
+
 
-
** Affected leg and foot are now [[Broken limb|unbreakable]]
+
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.
-
** [[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'''
+
As a secondary effect and due to their nature as body part replacements, Bionic Arms, Legs and Eyes '''can replace''' corresponding [[severed limbs]] or [[Secondary effect#Accuracy|destroyed eyes]].
-
** 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.
+
== Bases ==
-
*'''Bionic Implant 25''': "Ninja Speed" evasiveness and mobility enhancement (EME) - '''2500 P$, can only be installed once'''
+
{|
-
** Escaping (whether stealthily or not) and taking [[cover]] no longer require a 2d6 roll to be performed, and always succeed. For [[Gameplay mechanics#Initiative system|the purposes of IS and speed checking]], Ninja Speed users are considered even faster than encounters rolling 12 on taking cover. In the unlikely event that two Ninja Speed users are antagonists, they are treated as having the same speed (speed conflict may apply).
+
| '''Name'''
 +
| '''Power Pool'''
 +
| '''Cost'''
 +
| '''Notes'''
 +
|-
 +
| Bionic Arm
 +
| PP +20
 +
| 1000 P$
 +
| 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. [[Secondary effect#Accuracy|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'''
 +
| '''[[Parallar|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 [[secondary effect|unbreakable]].
 +
|
 +
|-
 +
| #A4
 +
| Arm tissue damage resistance, lv1
 +
| PP -5
 +
| 1100 P$
 +
| [[Limb damage|Max limb HP]] increase: Arm +10, Hand +5
 +
|
 +
|-
 +
| #A5
 +
| Arm tissue damage resistance, lv2
 +
| PP -10
 +
| 2200 P$
 +
| [[Limb damage|Max limb HP]] increase: Arm +20, Hand +10
 +
| Requires lv1 installed
 +
|- 
 +
| #A6
 +
| Weapon aug: Ripperclaws
 +
| PP -10
 +
| 1100 P$
 +
| See [[Bionic augmentations#Weapon augs|Weapon augs]]
 +
|
 +
|-
 +
| #A7
 +
| Weapon aug: XND-1000 excess energy dissipator
 +
| PP cost variable
 +
| 2000 P$
 +
| See [[Bionic augmentations#Weapon augs|Weapon augs]]
 +
|
 +
|}
 +
 
 +
=== Bionic Leg augs ===
 +
 
 +
{|
 +
| '''No.'''
 +
| '''Name'''
 +
| '''Power Pool'''
 +
| '''[[Parallar|P$]] cost'''
 +
| '''Effects'''
 +
| '''Notes'''
 +
|-
 +
| #B1
 +
| Leg skeletal toughness treatment
 +
| PP -15
 +
| 1650 P$
 +
| Augmented leg+foot become [[secondary effect|unbreakable]].
 +
|
 +
|-
 +
| #B2
 +
| Leg tissue damage resistance, lv1
 +
| PP -5
 +
| 1100 P$
 +
| [[Limb damage|Max limb HP]] increase: Leg +10, Foot +5
 +
|
 +
|-
 +
| #B3
 +
| Leg tissue damage resistance, lv2
 +
| PP -10
 +
| 2200 P$
 +
| [[Limb damage|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'''
 +
| '''[[Parallar|P$]] cost'''
 +
| '''Effects'''
 +
| '''Notes'''
 +
|-
 +
| #C1
 +
| Augmented sensorial awareness
 +
| PP -5
 +
| 550 P$
 +
| Permanent [[Secondary effects|increased alertness]]
 +
|
 +
|-
 +
| #C2
 +
| Cranial skeletal toughness treatment
 +
| PP -15
 +
| 1650 P$
 +
| [[Limb damage|Max limb HP]] increase: Head +5, Augmented head becomes [[secondary effect|unbreakable]].
 +
|
 +
|-
 +
| #C3
 +
| Akimbo Mind ambidexterity enhancement
 +
| PP -25
 +
| 2750 P$
 +
| See [[Bionic augmentations#Akimbo Mind|Akimbo Mind]]
 +
|
 +
|-
 +
| #C4
 +
| Combat sensorial enhancement
 +
| PP -25
 +
| 2750 P$
 +
| Reduces [[Gameplay mechanics#Initiative system|IS]] by 1 tier
 +
| Requires ''Augmented sensorial awareness'' installed
 +
|-
 +
| #C5
 +
| Weapon aug: PsyBlast
 +
| PP -15
 +
| 1650 P$
 +
| See [[Bionic augmentations#Weapon augs|Weapon augs]]
 +
| Requires ''Augmented sensorial awareness'' installed
 +
|-
 +
|}
 +
 
 +
=== Bionic Eyes ===
 +
 
 +
{|
 +
| '''No.'''
 +
| '''Name'''
 +
| '''Power Pool'''
 +
| '''[[Parallar|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 [[Secondary effect#Accuracy|flashbang immunity]]
 +
|
 +
|-
 +
| #D4
 +
| ICU smart vision implant
 +
| PP -10
 +
| 1100 P$
 +
| Grants permanent [[Secondary effect#Clothing|immunity to gases]] and togglable [[Secondary effect#Accuracy|Night Vision]].
 +
|
 +
|-
 +
|}
 +
 
 +
=== Chest Platform augs ===
 +
 
 +
{|
 +
| '''No.'''
 +
| '''Name'''
 +
| '''Power Pool'''
 +
| '''[[Parallar|P$]] cost'''
 +
| '''Effects'''
 +
| '''Notes'''
 +
|-
 +
| #E1
 +
| Body tissue damage resistance, lv1
 +
| PP -10
 +
| 1100 P$
 +
| [[Limb damage|Max limb HP]] increase: Torso +5, Hips +5
 +
|
 +
|-
 +
| #E2
 +
| Body tissue damage resistance, lv2
 +
| PP -20
 +
| 2200 P$
 +
| [[Limb damage|Max limb HP]] increase: Torso +10, Hips +10
 +
| Requires lv1 installed
 +
|-
 +
| #E3
 +
| Body skeletal toughness treatment
 +
| PP -15
 +
| 1650 P$
 +
| Augmented torso+hips become [[secondary effect|unbreakable]].
 +
|
 +
|-
 +
| #E4
 +
| Guardian Life Support System, lv1
 +
| PP -10
 +
| 1100 P$
 +
| See [[Bionic augmentations#Guardian LSS|Guardian LSS]]
 +
|
 +
|-
 +
| #E5
 +
| Guardian Life Support System, lv2
 +
| PP -20
 +
| 2200 P$
 +
| See [[Bionic augmentations#Guardian LSS|Guardian LSS]]
 +
| Requires lv1 installed
 +
|-
 +
| #E6
 +
| Guardian Life Support System, lv3
 +
| PP -30
 +
| 3300 P$
 +
| See [[Bionic augmentations#Guardian LSS|Guardian LSS]]
 +
| Requires lv2 installed
 +
|-
 +
| #E7
 +
| ColdHeart XCR cardioregulator
 +
| PP -10
 +
| 1100 P$
 +
| [[Pain|Pain Death Threshold]] +20%, blocks incorrect blood transfusions
 +
|
 +
|-
 +
| #E8
 +
| Bionic Antidote bloodstream regulator
 +
| PP -15
 +
| 1650 P$
 +
| See [[Bionic augmentations#Bionic Antidote|Bionic Antidote]]
 +
|
 +
|}
 +
 
 +
=== Dermal Armor augs ===
 +
 
 +
{|
 +
| '''No.'''
 +
| '''Name'''
 +
| '''Power Pool'''
 +
| '''[[Parallar|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'''
 +
| '''[[Parallar|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 [[Bionic augmentations#Aug upgrades|Aug upgrades]].
 +
| Requires XND-1000 installed
 +
|-
 +
| #X4
 +
| Aug upgrade: XAU-1002 Heat Beam
 +
| PP -0
 +
| 1000 P$
 +
| See [[Bionic augmentations#Aug upgrades|Aug upgrades]].
 +
| Requires XND-1000 installed
 +
|-
 +
| #X5
 +
| Aug upgrade: XAU-1003 Corrosive Shot
 +
| PP -0
 +
| 1000 P$
 +
| See [[Bionic augmentations#Aug upgrades|Aug upgrades]].
 +
| Requires XND-1000 installed
 +
|-
 +
| #X6
 +
| Aug upgrade: XAU-1004 Super Charge
 +
| PP cost variable
 +
| 2000 P$
 +
| See [[Bionic augmentations#Aug upgrades|Aug upgrades]].
 +
| Requires XND-1000 installed
 +
|}
 +
 
 +
== Unique mechanics ==
 +
 
 +
=== Akimbo Mind ===
 +
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 ===
 +
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 [[limb damage|damage the body]], but can serve as an emergency measure until antidote is available.
 +
 
 +
=== Guardian LSS ===
 +
 
 +
Level 1:
 +
* [[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:
 +
* [[Pain|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|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 ==
== See also ==
*[[Secondary effect]]
*[[Secondary effect]]

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