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.
List of CBMs
- All CBMs are made of steel and plastic and have 10 volume, 18 weight and 8 bashing damage.
Powering bionics
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Activated bionics
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Passive bionics
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Malfunctioning bionics
Electrical Discharge bio_dis_shock
Passive
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"A malfunctioning bionic which occasionally discharges electricity through your body, causing pain and brief paralysis but no damage."
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Acidic Discharge bio_dis_acid
Passive
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"A malfunctioning bionic which occasionally discharges acid into your muscles, causing sharp pain and minor damage."
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Electrical Drain bio_drain
Passive
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"A malfunctioning bionic. It doesn't perform any useful function, but will occasionally draw power from your batteries."
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Noisemaker bio_noise
Passive
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"A malfunctioning bionic. It will occasionally emit a loud burst of noise."
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Power Overload bio_power_weakness
Passive
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"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."
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Wire-induced Stiffness bio_stiff
Passive
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"Improperly installed wires cause a physical stiffness in most of your body, causing increased encumberance."
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Future bionics
Banishment bio_banish
Activated / Power cost: 40
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"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."
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Gate Out bio_gate_out
Activated / Power cost: 55
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"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..."
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Gate In bio_gate_in
Activated / Power cost: 35
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"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."
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Artificial Night bio_nightfall
Activated / Power cost: 5 / Charge time: 1
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"Photon absorbtion panels will attract and obliterate photons within a 100'radius, casting an area around you into pitch darkness."
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Borehole Drill bio_drilldown
Activated / Power cost: 30
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"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."
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Heatwave bio_heatwave
Activated / Power cost: 45
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"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."
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Chain Lightning bio_lightning
Activated / Power cost: 48
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"Powerful capacitors unleash an electrical storm at your command, sending a chain of highly-damaging lightning through the air. It has the power to injure several opponents before grounding itself."
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Tremor Pads bio_tremor
Activated / Power cost: 40
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"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."
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Flashflood bio_flashflood
Activated / Power cost: 35
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"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."
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