Bionic augmentations (no ontology)

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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, 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. His reasons are unclear, though there is an implication that augmentations aren't 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 (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 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: Directional Beam Upgrade (DBU) PP -15 1650 P$ See Weapon augs Requires GPE installed

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$ FT-1 on Escape, Stealth escape and Cover rolls Requires 2 bionic legs
#B5 Ninja Speed implant, lv2 PP -10 1100 P$ FT-2 on Escape, Stealth escape and Cover rolls 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 Akimbo Mind ambidexterity enhancement PP -15 1650 P$ See Akimbo Mind
#C3 HX-1337 hacking device, lv1 PP -10 1100 P$ User may attempt hacking devices See Hacking
#C4 HX-1337 hacking device, lv2 PP -15 1700 P$ User may attempt hacking devices See Hacking
#C5 HX-1337 hacking device, lv3 PP -20 2500 P$ User may attempt hacking devices See Hacking
#C6 Combat sensorial enhancement PP -25 2750 P$ Reduces IS by 1 tier Requires Augmented sensorial awareness installed
#C7 Social interaction enhancer PP -15 1650 P$ See Social interaction enhancer Requires Bionic Eyes 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$ Permanent FT-1
#D2 Sharp Vision accuracy enhancer, lv2 PP -45 4950 P$ Permanent 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 immunity to tear gas and smoke effects, and cancels environmental blindness (nightvision)

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 XR cardioregulator PP -20 2200 P$ Max Pain until Blackout +25%.
#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$ Permanent Pain Sensitivity -10%
#F2 Body resiliency enhancer, lv2 ; Daemon Skin PP -10 1100 P$ Permanent Pain Sensitivity -25% Requires lv1 installed
#F3 Body resiliency enhancer, lv3 ; Oni Skin PP -25 2750 P$ Permanent Pain Sensitivity -50% Requires lv2 installed
#F4 Body resiliency enhancer, lv4 ; Dragon Skin PP -40 4400 P$ Permanent Pain Sensitivity -75% Requires lv3 installed

Extra augs

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

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 Weapon aug: XND-1000 excess energy dissipator PP cost variable 2000 P$ See Weapon augs
#X4 Gem Power Extractor (GPE) PP -20 2200 P$ See Gem Power Extractor

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 extra 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.

Gem Power Extractor

This unique augmentation is capable of absorbing gems and extracting special effects for the benefit of the user.

In order to function, a gem must be inserted in the GPE. The GPE can only hold one gem at a time. After absorbing a gem, energy is extracted from it, destroying the gem in the process, and may be delivered into the user's body whenever they desire to activate it.

The GPE also requires energy to function. When the augmentation is installed for the first time, the GPE disposes of 20 Charges. If the GPE runs out of Charges, it is no longer capable of extracting energy from gems. It can hold a maximum of 40 Charges, and Charges can be refilled by using HITB batteries (each HITB battery refills 20 Charges). Every time a gem's energy is extracted, a Charge is consumed.

Effects are generally of a healing, defensive, or otherwise personally affecting nature. The GPE can be further upgraded with the Directional Beam Upgrade, in order to affect other creatures with extracted effects.

Guardian LSS

Level 1:

  • Maximum Pain Threshold increased by 15%

Level 2:

  • Maximum Pain 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 15kcal/turn.

Level 3:

  • Maximum Pain 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 15kcal/turn.
  • Natural blood regeneration is now 0.2 unit/turn instead of 0.1 (note: as a consequence, this will burn 30kcal/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 and Level 1 computer locks.
  • Lv2 allows hacking Level 2 computer locks.
  • Lv3 allows hacking Level 3 computer 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.)

Social interaction enhancer

The Social interaction enhancer makes full use of an augmented brain and pair of eyes in order to augment the social aspect of the user's life. The SIE turns the bionic eyes into a passive scanner capable of analyzing conversational partners, which grants the ability to discern concealed or otherwise inconspicuous details; such as:

  • Name and basic physical information
  • Hostility level towards the user
  • Motive and attitude
  • Persuasion efficiency (of the user, on the scanned beings), graded in five levels, ranging between Very Low, Low, Medium, High, Very High.
    • A creature reaching Very Low is on the verge of permanently distrusting the user. Conversely, a Very High persuasion means they're about to accept the user's arguments.
  • With sufficient time, morale levels

Presented in this way:

  • New people: [SIE] Name: <target name>. Code: <full physio code> || <age, gender, height, weight, breast size if applicable> || Hostility: <hostility>. Attitude: <attitude>. Morale: <morale>. || <If conversation ongoing, rough persuasion levels are displayed>.
  • Known people: [SIE] Name: <target name> || Hostility: <hostility>. Attitude: <attitude>. Morale: <morale>. || <If conversation ongoing, rough persuasion levels are displayed>.

These details may help an user inclined to persuade and sway other people, and can be a valuable tool for diplomats. While it is not a magical tool and will not tell the user precisely what to say or how to react, the SIE certainly may give helpful insight.

NOTE: It is possible the SIE may fail to fully scan other creatures, particularly if they belong to (or are shaped like) a species that is usually mindless, animal, or otherwise non-sapient.

Weapon augs

Directional Beam Upgrade (DBU):

  • User's arm is augmented with an arm cannon, which channels energy extracted from the Gem Power Extractor (GPE).
  • The arm cannon can be used to aim at other living creatures and infuse them, instead of the wearer, with the extracted energy's effects.
  • Using the DBU depletes 2 GPE charges instead of 1.
  • Aiming and "firing" the DBU at another creature requires the player to roll, as if it was an attack. The DBU is subjected to a fixed FT 5.

PsyBlast:

  • Psychic blast: SPECIAL-type, LDV N, IS 22, 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.
  • The XND-1000 offers two attacks:
    • Force Bolt: Singular blast of energy which costs 5 Power. SPECIAL-type, LDV+2, IS 5, 28/28/28 28/28/28/28.
    • Charged Force Bolt: 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 11 Power results in: Pain = 28+((11/5)*12) = 54%, and LDV = 54 / 10 = 5.4, rounded to 5 (thus LDV+5).
      • WARNING: After firing a Charged Force Bolt, the user is considered stunned for 3 turns (current turn + next 2) as it drains considerable amounts of energy at once. Use with caution.

See also