Bionic augmentations (no ontology)

From Mazeworld

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** 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.
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*'''Bionic Implant 25''': "Ninja Speed" evasiveness and mobility enhancement (EME) - '''2500 P$'''
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*'''Bionic Implant 25''': "Ninja Speed" evasiveness and mobility enhancement (EME) - '''2500 P$, 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).
** 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 12:11, 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

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$, can only be installed once
    • New attack, Electail: 18% Pain Spec-Elec, Stuns targets, IS 9, LDV +2.
    • New special ability, Disarming: IS 9, can latch onto an opponent's weapon and throw it on the user's side.
  • Bionic Implant 25: "Ninja Speed" evasiveness and mobility enhancement (EME) - 2500 P$, 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 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