Bionics: Difference between revisions
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* | * {{ver|0.7}} - Bionics can be retrieved from butchered player corpses. | ||
[[Category:Bionics|*]] | [[Category:Bionics|*]] |
Revision as of 04:13, 22 July 2013
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Bionics are a combination of passive and activated abilities that can be added to the player. In addition to skills and traits, bionics add an additional level of customization to the character which can dramatically change gameplay. Certain combinations of bionics work well with each other, creating a fluid synergy that greatly enhances chances for survival. The Internal Battery bionic and a bionic capable of charging the battery are necessary for the use of other bionics.
Use p to access the bionics menu.
Installing Bionics
Installing bionics is based off intelligence and the skills electronics, first aid, and mechanics, in that order. The chance of success is equal to the following:
Chance of Success = Skill * 100 / (Skill + 4 * Bionic Difficulty)
where
Skill = [[Intelligence]] + (Electronics * 4) + (First Aid * 3) + (Mechanics * 2)
Note, that installation screen shows only quarter of the real Skill.
For a better chance at success, boosting Intelligence briefly can help a great deal. Meth, cigarettes, and Adderall give nice boosts. It also appears that installing a bionic takes no time, making it possible to stockpile several kits and then install them all in one drug fueled binge.
Any attempt to install a bionic upgrade will practice character's skills. Amount of gained point is based on chance to fail current installation:
for electronics: (100 - Chance of Success) * 1.5 for first aid: (100 - Chance of Success) * 1.0 for mechanics: (100 - Chance of Success) * 0.5
The possible outcomes of installation are:
- successful installation
- failure without incident
- failure with a chance of pain
- failure with a chance of body damage
- failure with a chance of loss of some or all bionics
- failure with a chance of mutation (possibly multiple)
- failure with a chance to install a malfunctioning bionic
- failure with a chance of permanent power loss (this replaces installing a malfunctioning bionic if you have all of the malfunctioning bionics.)
The lower chances of success you have, the more various and cruel can be failure. Numbers are denote "criticality" of failure type, higher numbers should be relatively rare, though you can get malfunctioning bionic even with 95% chance of successful installation if unlucky.
A body can hold unlimited bionics.
List of CBMs
Compact Bionics Module, or CBMs, are surgery kits that contain all the tools required to install a cybernetic implant, also called bionics, in a human. They are automated in some ways, but they do need a fully qualified technician and medical doctor to assist in the installation.
Most sets of CBM only contain one piece of cybernetic equipment, but there have been rumors of whole kits of specific sets of bionics that interacted well together, however, so far any rumors of these have proven false. In the dark days ahead, there will be no sets of CBMs, only single pieces
- All CBMs are made of steel and plastic and have 10 volume, 18 weight and do 8 bashing damage when wielded.
Malfunctioning bionics
Passive |
"A malfunctioning bionic which occasionally discharges electricity through your body, causing pain and brief paralysis but no damage." |
Passive |
"A malfunctioning bionic which occasionally discharges acid into your muscles, causing sharp pain and minor damage." |
Passive |
"A malfunctioning bionic. It doesn't perform any useful function, but will occasionally draw power from your batteries." |
Passive |
"A malfunctioning bionic. It will occasionally emit a loud burst of noise." |
Passive |
"Damaged power circuits cause short-circuiting inside your muscles when your batteries are above 75% capacity, causing greatly reduced strength. This has no effect if you have no internal batteries." |
Passive |
"Improperly installed wires cause a physical stiffness in most of your body, causing increased encumberance." |
Future bionics
Existing bionics not fully implemented yet.
Activated / Power cost: 40 |
"You can briefly open a one-way gate to the nether realm, banishing a single target there permanently. This is not without its dangers, however, as the inhabitants of the nether world may take notice." |
Activated / Power cost: 55 |
"You can temporarily open a two-way gate to the nether realm, accessible only by you. This will remove you from immediate danger, but may attract the attention of the nether world's inhabitants..." |
Activated / Power cost: 35 |
"You can temporarily open a one-way gate from the nether realm. This will attract the attention of its horrifying inhabitants, who may begin to pour into reality." |
Activated / Power cost: 5 / Charge time: 1 |
"Photon absorbtion panels will attract and obliterate photons within a 100'radius, casting an area around you into pitch darkness." |
Activated / Power cost: 30 |
"Your legs can transform into a powerful drill which will bury you 50 feet into the earth. Be careful to only drill down when you know you will be able to get out, or you'll simply dig your own tomb." |
Activated / Power cost: 45 |
"At the cost of immense power, you can cause dramatic spikes in the ambient temperature around you. These spikes are very short-lived, but last long enough to ignite wood, paper, gunpowder, and other substances." |
Activated / Power cost: 40 |
"Using tremor pads in your feet, you can cause a miniature earthquake. The shockwave will damage enemies (particularly those digging underground), tear down walls, and churn the earth." |
Activated / Power cost: 35 |
"By drawing the moisture from the air, and synthesizing water from in-air elements, you can create a massive puddle around you. The effects are more powerful when used near a body of water." |
Changes
- - Bionics can be retrieved from butchered player corpses.