Nanomachines are a special form of cyberware that represents microscopic robots that perform functions within your body. Like cyberware, they have an essence cost (and thus may be available in expanded grades) though used nanomachines are impossible, since it's impossible to collect them all.
Nanomachines are implanted either surgically or using an injection method. Nanomachines are usually programmed to repair each other and construct new machines as the need arises (such as due to blood loss). Only certain nanos can accept an injection method. (Counter-nanos always can).
Vulnerability to Electricity: If you take damage from an electricity attack (or are in the blast of an emp), the nanomachines must roll their rating against the power of the attack. Every box of damage they "take" renders them inactive for 1 minute. Every box of stun damage renders them inactive for 1 round.
Essence: The essence cost of the nanomachines is based on their active rating. If the rating is decreased (due to counter nanos) or if the nanomachines are completely disabled/destroyed, the essence cost is restored as the machines eventually leave the bloodstream. In this way it is more similar to bio index than an actual essence cost. A person can still die if they have 0 essence due to nanomachines, however. Robots cannot use nanomachines.
Following are a list of nanomachines.
Destructive: Such machines are entered and await a given order (much like a cranial bomb). Once the order is given they begin destroying the host body, who must resist (Rating)M physical damage each round until they die. Such nanites take time to enter the body, the order may be given immediately, however they must wait at least 24 hours before they start attacking the cells- which should be enough time to implant counter-nanos. Must be implanted surgically. Essence: 0.1 Cost: R*$5,000.
Counter-Nano: Such machines are implanted and begin battling existing nanomachines. Each counter is designed to defeat a specific kind of nanomachine (and ignore others). They roll their rating against the rating of the other machine. Each net success lowers the rating of the machine by 1 until one is destroyed, much like a banishing contest. During this time the nanos being countered are not operational. It's possible to have counter-counter nanos already implanted. Essence: 0.15 Cost: R*$2000.
Regenerative: Such machines attempt to heal damage you incur. Every hour they can make a biotech roll using their rating as their skill ranks to repair damage in you, regardless of your wound level or activity level (as long as you are not dead). Unlike most healing, they may attempt the same wounds over and over. They also provide their dice to suppliment and recovery check you make normally. Essence: 0.1/rating. Cost: R*5000
Boosting: Nanos may attempt to boost a physical skill or intelligence, by modifying your body's makeup. This boost is considered a cybernetic boost. They basically roll as if using "improve attribute" spell with a number of dice equal to their rating. (So rating 12, best case, can improve a stat by 6). This boost is immediately lost if nanos are disabled. The successes are rolled when implanted and maintain indefinately from then on, so you may pay for a much higher rating than you actually need. You will need to disable the old machines (via counter) before you can attempt a new implantation. Essence: 0.15*R Cost: $7000*R
Repairing: Such nanos may repair malfunctioing or broken cyberware in your system. They make B/R checks every minute that cyberware is broken in an attempt to repair it, using their rating. Essence: 0.2 Cost: $4000*R
A dart or syringe full of rating 1 destructive machines would be a guaranteed kill vs. almost anything, in addition to forcibly knocking down people's essence. The latter is also a problem generally, making a nanite dart gun with destructive nanos (also the cheapest kind, though the prices seem low generally) a quick kill vs. cyborgs with no way of being resisted... and a guaranteed kill vs anything else anyway. Even resisting 1m damage every 3 seconds, the botches alone would kill anyone before help could be found.
ReplyDeleteIt takes 24 hours before they can start killing which would be enough time to implant counter-nanos.
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