Implants are the crux of the power system in CyberGene, spawning two types when a MAL is killed.
BUGs (Biomachinery Utilization Gene-editors), which affect the mind to be able to bypass chemical neurotransmitters to think using electrons modified by Warp Energy, hence allowing the manipulation of Warpcode to enhance cybernetics (called Shardware). These Adapters are colloquially called Shard Adapters, which is short for Shardware Adapters. BUGs spawn from the death of MALware, the inorganic subspecies of the MAL.
SIMs (Symbiotic Integrators of Mutagen), which directly alter the genetic structure of the Adapter’s body to be affected by Warp Energy to mutagenically alter their physiology. In most cases, Mutants are the standard Adapters produced by SIMs, possessing enhanced biology. However, Espers are rare Adapters whose Mutations give them supernatural-like abilities, often being associated with elemental control or psionic capabilities. SIMs spawn from the death of MALformed, the organic subspecies of MAL.
MALignants produce both types of Implants, and as such they are the only known source of creating Dual Adapters who possess both a BUG and a SIM since their sourced Implants do not reject one another.
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BUG Features:
There are 12 known Features for BUGs, granting unique modifications to Shardware usage and enhancing the human mind. However, there can be rare exceptions in the form of Unique Features, manifested by- [Error]
* Accommodation: Increases Shardware resilience within the nervous system, to allow for stronger and more numerous Shardware. Example, overloading Shardware Capacitance with minimal drawbacks.
* Analyze: Provides the ability to measure and interpret various qualities in both physical and digital observations. Example, being able to pinpoint weaknesses.
* Database: Expands and integrates the Neuroframe Database with the Nervous System, reinforcing memory and digestion of data. Example, enhancing memory and recall of a specific task to replicate it.
* Dataweaving: Increases understanding of raw Warpcode Manipulation, providing increased defense and offense in regards to digitized maneuvers. Example, creation and modification of Datacleavers and Datashields.
* Energized: Provides greater control over internal Warp Energy usage, allowing unique modifications of cybernetics. Example, allows enhanced efficiency to convert Warp Energy into electrical energy and control it.
* Integration: Allows quick and deeper integration of External Shardware into the Nervous System. Example, typically used by Exo-suit wielders (mechas).
* Jailbreak: Analyses Shardware and Warpcode limitations, quickly giving complete access through brute-force manipulation of Warpcode. Example, unskilled scrambling of communications for purposes of disruption.
* Network: Expands the Neuroframe convergence to allow nervous system extension through Warpcode systems. Example, allows enhanced control of drones and other External Net-linked Shardware.
* Overclock: Forcefully increases Warp Energy consumption of the Adapter, promoting extremely high output at the risk of integrity. Example, boosts output of Shardware at the expense of high energy cost.
* Psyche: Further binds the Nervous System and Warpcode together, synchronizing them completely to allow alterations to mentality. Example, reduced reaction to psychological triggers of negative emotions.
* Sustain: Modifies life-sustaining capability of the nervous system and further improves Shardware stability. Example, regulated control of internally stored Nano-machinery for purposes of healing.
* Technician: Aids the modification and creation of Shard-based technology. Example, giving a rough understanding of the method to break down Shardware and harvest valuable components.
List of Unique Features [Spoilers]
Stolen novel; please report.
Blood and Steel:
Ripley
* Data Mimicry: Allows Ripley to mimic any of the Features he is not currently in possession of.
Features, at certain thresholds will reconfigure to determine optimal routes of Development and typically create or modify a Protocol. These Protocols are considered as abilities, some being rarer than others.
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SIM Mutations:
Mutations are as numerate as they are varied, with millions of them in circulation. Mutations are first attained through Convergence with a SIM, with other Mutations being gained through consumption of MAL-derived Mutagenic Substances, these are typically treated and edited to be sold as Mutagen. There are five Classifications of Mutations:
Integrity: These Mutations cause passive changes to the physiological structure of an Adapter, typically causing a difference in appearance, strength, endurance and resilience.
Alteration: These Mutations can be activated via Warp Energy to cause instant alterations to the physiology of an Adapter, these are commonly used to weaponized organs.
Metabolism: These Mutations alter the metabolic ability of the Adapter to improve their stamina and provide unique adaptations that can improve their output of strength.
Cognition: These Mutations are specific to improving the Adapter’s nervous system and senses, sometimes being able to massively enhance their ability to perceive the world.
Energy: These are rare Mutations that grant the Adapter unique control over physical or psychic phenomenon, Adapters with these Mutations are called Espers and possess power that arises as elemental control, psionic capabilities, or enhanced biological manipulation beyond Alteration Mutations.
In rare circumstances, a Mutation may also be classified as a [Error-]
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Implant Tiers, Stats and Tendencies
There are currently seven known Tiers of Implant Development. Each requiring significant time and investment to attain
Tier 0: Convergence
Tier I: Foundation
Tier II: Modification/Mutagenesis
Tier III: Metamorphosis
Tier IV: Evolution
Tier V: ???
Tier VI: ???
Implants have four base Stats in Integrity, Energy, Capacity and Grade, with Tendency only being applicable to [Error-]
These Stats start at lowest at Iron I, and upon reaching the next major threshold above them, such as Bronze I gain a boon that is specific to the Adapter.
Integrity: Determines the Adapter’s threshold of manipulation of Warp Energy before Warp Burns occur, higher Integrity allows for an overall increase in maximum output.
Energy: Determines the Adapter’s quantity of Warp Energy.
Capacity: Determines the Adapter’s ability to contain Mutations or link to Shardware.
Grade: Determines the potency of Warp Energy, as well as the amount of starting Features and Mutations an Adapter starts with. There are six known Grades: Iron, Bronze, Silver, Gold, Titanium, and Platinum.
Tendency: Error-
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Compatibility
Compatibility is tested prior to converging with an Implant and takes a percentile format. Higher Compatibility massively increases control over Warp Energy and increases the rate of Development of the Implant, to the point that it might be more efficient for an Adapter to take a lower Grade Implant if it gives them higher Compatibility. In many ways, Compatibility is far more important than even the other stats of the Adapter, as it influences how the Implant develops; at higher compatibilities, there is both conscious and subconscious input into the Adapter’s Development.
Low Compatibility is most common in cases where the Implant had been previously used, or if the Adapter is using a new Implant after their old one had been removed.
Reaching 0% Compatibility results in [Error-]