Colonizing Nanites

"Yeah I've got a bomb in my chest but like... have you seen my Derber scores?"   ~LT Nem Klonski, Eclipse Entertainment  

Colonizing Nanites

In a real "does what it says on the tin" move, colonizing nanites build colonies, usually in the inner rib or into the femur of a body. Some will build at the base of the skull. The colony they build blug into the resources of their environment to produce more nanites and maintain the desired effect indefinitely, or at least until they run out of materials.  

Uses

Colonizing nanites are used for a long-term project, such as a programmable innoculation or a permanent boost to the subject's metabolism. Out of body colonizing nanites might be pest control or defensive in nature.    

Cybernetics

Programmable Immune Colony, (PIC): These are general-purpose nanomachines that can be programmed to eradicate disease-causing microorganisms or tumors. They work just like tailored immune machines, except that a successful diagnosis followed by a Physician roll lets the user program the nano dose to treat a specific disease, whether known or unknown — there’s no need to buy or make new nanomachines for each illness. Programming usually takes an hour per attempt (apply a -2 penalty to skill for rare diseases unknown diseases (once successfully diagnosed) take at least a day per attempt (and -4 to skill), and possibly longer. $1500. LC3.   Nanotrace: These these nanomachines function like a homing beacon except that they diffuse throughout the body. They are very difficult to remove without blood filtration (which requires a life support unit) or using AEGIS or pharmophage nano. It takes one minute for nanotracers to spread through the body before they can begin signaling. They may use a radio signal, or they may cause the body to exude coded chemical cues which can be tracked by appropriate chemsniffers or someone with Discriminatory Smell. These will persist until the colony is located and destroyed, giving a +5 bonus to any tracking rolls to any one who knows what the cues are and can detect them. Nanotracers are designed to hide. Aegis nano get a roll against their skill to find them when they first enter the body, but roll at a penalty of -2 for TL10 nanotracers, -4 for TL11, and -6 for TL12. Medical professionals can also find them: roll each hour of searching, at the penalties listed above. If diagnostics has identified them, AEGIS nano can automatically destroy them. $100 per dose.   Adaptive Engineered General Immune System (AEGIS): The AEGIS is a more intense version of a PIC but tailored specifically for hostile nano rather than natural diseases. These set up colonies at seemingly random places to make it more difficult for hostile nano to attack. Once established, usually after a week, they begin using the body's resources to produce AEGIS Nano, a swarm of nanobots. They require a full Cybernetics slot and apply a new chip to the Nexus Core that functions as a Synthetic Intelligence to guide the swarm. This SI comes with an IQ of 10 as a standard but can be further upgraded with further nanosurgeries. $2500. LC 2.
 
Item type
Robotic
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