CyberGene [Volume 1 Complete! 500k+ Words] [LitRPG w/ cybernetics + mutations]

Power System Details [Thunder and Webs]


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.

The Source, its Shards and Fragments

The Source is an unknown power thought to be a realization of the laws of reality. It has been divided into 12 Shards, each one part of pair contained by a respective Founder and MALtitan. These Shards can provide fragments to lesser Implants, thus making them Source-Touched. This results in the creation of Unique Features in BUGs and Deviant Mutations in SIMs.

Source-Shard Ownership and Antithetical Pairs

MALtitans

Founders

Oblivion [The Terror of The East]

??? [???]

Release [The Typhoon of The Pacific]

??? [???]

Change [The Infinite of The West]

??? [???]

Division [The Mother of The North]

Connection [Nolan Trask of SynTec]

The Future [The Allseeing of The Net]

The Past [Michelle Silvha of NeoCore]

??? [???]

Understanding [Beauregard Mazhyr of The Free Cities]

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 the presence of a Source-Shard Fragment.

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]

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Ripley 'Dreadwire' Donovick

Data Mimicry

:

Allows Ripley to mimic any of the Features he is not currently in possession of.

[Touched by a Fragment of Change.]

Shardweave:

Allows Ripley an unprecedented ability to manipulate Warped Materials into the creation of Shardware.

[Touched by a Fragment of Change.]

The R0N1N:

OverMind:

Greatly enhances cognitive faculties to the point that time appears to slow down.

[Touched by a Fragment of ???]

Missy:

Unknown

[Touched by a Fragment of Oblivion]

At certain thresholds, features will reconfigure to determine optimal development routes and typically create or modify a Protocol. These Protocols are considered abilities, some rarer than others.

SIM Mutations:

Mutations are as numerous 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 Deviant Mutation; these Mutations can be identified by their Capacitance value of 1. Deviant Mutations allow for extra-sensory abilities such as psionic manipulation or the power to control the Warp Energy of those around you.

List of Deviant Mutations:

Diana 'Silvereye' Ulrich

Soul Resonance [Formerly Mutational Synergy and Unstable Biology]

:

This Mutation allows Diana to feel a Psionic resonance with others and their Warp Energies, allowing her to absorb them and feel basic emotive intent.

[Touched by a Fragment of Change]

Soul Killer

Soul-Forfeit:

Possessing this Mutation allows Soul Killer to corrupt and take over the body of an Adapter.

[Touched by a Fragment of ???]

Soul-Death

:

Should this Mutation reach 100% development, it will rapidly degenerate an Implant and turn their Adapter into a MAL.

[Touched by a Fragment of ???]

Sould-Nexus

:

This Mutation is possessed by the Nexi of Soul Killer, allowing them to coordinate the Soulless thralls as one mind.

[Touched by a Fragment of ???]

Missy

Unknown

[Touched by a Fragment of Oblivion]

Anthony Grazhe

Soul Whisper:

This Mutation allows Anthony to resonate with the minds of others and influence them with his voice. A similar Mutation is possessed by his Aunt and Grandfather, Anabelle and Jacob, respectively.

[Touched by a Fragment of ???]

Implant Tiers, Stats, and Tendencies

There are currently seven known Tiers of Implant Development. Each requires 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: Determines the nature of your Warp Energy.

Spark

: This Tendency causes your Warp Energy to be more potent, but lacks in subtlety.

Illuminate the path before you.

Fire:

This Tendency improves the raw power of your Warp Energy, but exhausts it faster.

Burn yourself, and others around.

Air:

This Tendency greatly improves the range and influence of your Warp Energy, but is easier to resist the effects of.

Let the wind carry your voice.

Earth:

This Tendency provides solidity to your Warp Energy, but lacks in range.

Remain unmoved like the earth.

Water:

This Tendency greatly improves control over Warp Energy, but exhausts it faster.

Flow and conform to the vessel of your will.

Shadow:

This Tendency makes your Warp Energy subtle, but has reduced output.

Remain hidden in the darkness.

Tendencies are only available to Silver Grade Adapters and above; each Grade above Silver can use one additional Tendency. Starting from Gold Grade, it is possible to combine two Tendencies into one.

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 the degeneration of an Implant and turns their Adapter into a MAL, a Parasyte in case of a SIM, and a Fractured in case of a BUG.

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