0% found this document useful (0 votes)
133 views7 pages

Ultimate Purifier Morph: Offensive Armor: When Activated, The Outer

This document describes various armor modifications and equipment for a morph, including: 1) An immunogenic system that coats the armor with nanobots providing immunity to contact toxins and an offensive armor mode that shocks anyone touching it. 2) A reactive coating that detonates when struck, increasing armor and inflicting damage on attackers. 3) Self-healing abilities through a nanohive repair system. 4) Equipment like an automatic rifle, monofilament sword, thermobaric and overload munitions, and various armor accessories that enhance protection, targeting, or ammunition capacity.

Uploaded by

evilnerf
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
133 views7 pages

Ultimate Purifier Morph: Offensive Armor: When Activated, The Outer

This document describes various armor modifications and equipment for a morph, including: 1) An immunogenic system that coats the armor with nanobots providing immunity to contact toxins and an offensive armor mode that shocks anyone touching it. 2) A reactive coating that detonates when struck, increasing armor and inflicting damage on attackers. 3) Self-healing abilities through a nanohive repair system. 4) Equipment like an automatic rifle, monofilament sword, thermobaric and overload munitions, and various armor accessories that enhance protection, targeting, or ammunition capacity.

Uploaded by

evilnerf
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
You are on page 1/ 7

Ultimate Purifier Immunogenic System: The immunogenic mod adds an

Morph active nanobot swarm, maintained by a specialized hive,


REMADE that coats the outer layer of armor and also the non-armored
The remade are completely redesigned humans: humans parts of the wearers morph. It acts as an outer immune
2.0. Their cardiovascular systems are stronger, the system designed to neutralize toxic agents and nanotoxins
digestive tract has been sanitized and restructured to with which it comes into contact. This provides immunity
eliminate flaws, and they have otherwise been optimized to drugs, toxins, and nanotoxins applied dermally, such as
for good health, smarts, and longevity with numerous with a slap patch or splash grenade. It has no effect on
transgenic mods. The remade are popular with the inhaled, oral, or injected drugs (including coated weapons).
ultimates faction. The remade look close to human, but [Low]
are different in very noticeable and sometimes eerie ways: Offensive Armor: When activated, the outer
taller, lack of hair, slightly larger craniums, wider eyes, layer of this armor is rigged to shock anyone or
smaller noses, smaller teeth, and elongated digits. anything that contacts it with electricity. Treat
Implants: Basic Biomods, Basic Mesh Inserts, Circadian its DV and effect as a shock baton. [Low]
Regulation, Clean Metabolism, Cortical Stack, Eidetic Reactive Coating: A thick layer of advanced
Memory, Enhanced Respiration, Temperature Tolerance, nanotech is applied to the armor, protecting it
Toxin Filters with a colony of nanobots designed to sense
Aptitude Maximum: 40 incoming attacks. When an attack strikes the
Durability: 40 coating, it detonates to disrupt the attack.
Wound Threshold: 8 Bursts and full autofire are treated as a single
Advantages: +10 COG, +5 SAV, +10 SOM, +5 to two attack. A reactive coating increases the Armor
other aptitudes of the players choice Value by +5/+5, but each detonation
Disadvantages: Uncanny Valley trait automatically inflicts 1 point of damage on the
CP Cost: 60 wearer. Reactive armor also works against
Credit Cost: Expensive (minimum 40,000+) melee attacks, but the attacker also suffers
1d10 2 (round up) points of damage per
attack (armor protects) from the
Equipment
microexplosion. Reactive coating only works
Bioweave Armor (Heavy)
against 5 attacks, after which the specialized
Description: Heavy bioweave armor involves
nanobot hive replenishes the coating at the
lacing the morphs skin with a denser and
rate of 1 use per hour. [Moderate]
thicker network of the same fibers. The
morphs skin becomes thicker and somewhat
Self-Healing: The armor is equipped with a
less flexible except at the joints. The morphs
nanohive that acts like repair spray.
skin also has an unusually smooth look, and a
[Moderate]
distinctively smooth and tough-feeling texture.
This provides an Armor rating of 3/4 without
decreasing the morphs mobility. The Shock Proof: Shock proof armor is
characters sense of touch, however, is electronically insulated to discharge and
significantly reduced (20 modifier) except on reduce the effect of shock weapons. Apply an
their hands, feet, and face. This armor is additional +10 modifier when resisting the
cumulative with worn armor. effects of shock weapons. [Low]
Cost: [ Moderate ]
Automatic Rifle
Armor Penetration -9
Helmet: This armor accessory is usually worn with body Damage Value DV 2d10+8
armor or a battle suit. Light helmets are open, whereas full Average DV 19
helmets latch on and provide an environmental seal with a Firing Modes SA, BF, FA
12 hour supply of air. Light helmets provide an Armor Ammo 30
Value bonus of +2/+2, whereas full helmets add +3/+3. SH 225
Helmets are often equipped with an ecto, a radio booster, MD 375
and sensors equal to specs. [Trivial] LN 750
Body Armor (Heavy): Similar to light body armor, but XLN 1350
with extra protective layers, often ergonomically
manufactured to conform to a specific characters body, and Extended Magazine: This ammunition case
an environmental seal with climate control to protect the has an increased capacity. Increase the
wearer from hostile environments. It provides an Armor weapons ammo capacity by +50%. Only
Value of 13/13. [Moderate] available for firearms and seekers. [Low
Chameleon Coating: This provides the armor with the Imaging Scope: Imaging scopes attach to the
same effect as the chameleon cloak. [Trivial] top of the weapon and act like specs. Scopes
may also bend like a periscope, along a
character to point the weapon and target Penetration Value DV
around corners without leaving cover. [Low 2d10 + 11 + (SOM
Laser Sight:This underbarrel laser emits a 2 [ Low ]
(SOM 10) 10)
beam that places a glowing red dot on the
target to assist targeting. Apply a +10 modifier Monofilament Sword
to Attack Tests (not cumulative with a smartlink Description: Though swords are rather
modifier). Laser sights may also be used to archaic in the time of Eclipse Phase, a few
paint a target for laser-guided smart ammo or eccentrics take advantage of modern versions
seekers. Infrared and ultraviolet lasers are also with a selfsharpening near-monomolecular
available, so that the dot is only visible to edge, easily capable of slicing through metal or
characters able to see in those spectrums. limbs.
[Low] Armor Damage Average
Silencer/Sound Suppressor: This barrel- Cost
Penetration Value DV
mounted accessory reduces the sound of a
2d10 + 2 + 13 + (SOM Lo
firearms discharge. Apply a 10 modifier on 4 [ ]
(SOM 10) 10) w
hearing-based Perception Tests to hear or
locate the guns firing. [Moderate] Thermobaric
Smart Magazine: A smart magazine allows Description: Thermobaric grenades and
the character to pick and choose what ammo seekers utilize a more deadly form of
round will be fired with each shot. This system explosion. When they detonate, they disperse a
leaves less room for bullets, however, so cloud of aerosol explosive over an area and
reduce the weapons ammunition capacity by then ignite, literally setting the air on fire,
half (round up). Smart magazines may be generating a devastating pressure wave, and
combined with extended magazines, in which sucking the oxygen out of the area.
case ammo capacity is normal. [Moderate] Thermobarics use the rules for uniform blast (p.
194).
Underberral Seeker Armor Armor
Damag Averag
Fire Rate SA Penetratio Used to Cost
e Value e DV
Magazine 6 n Resist
3d10 + Hig
10 21 Energy [ ]
EMP:EMP munitions fire off a strong 5 h
electromagnetic pulse when they detonate.
Since most electronics in Eclipse Phase are Overload
built with optical technology, and power Description: Overload grenades and seekers
supplies and sensitive microcircuits are launch an all-out assault on the targets
shielded and surge-protected, this has no sensory spectrum. This attack includes blinding
major damaging effect. Antennas, however, are by intense flashing light, a deafening
vulnerable, especially finer wires like those thunderclap followed by intense ultrasonic
used with mesh inserts. As a result, the screaming, nausea-inducing malodorants, and
primary effect of EMP is to disable radio infrasonic frequencies that can trigger
communicationsevery radio within range of unpleasant emotional responses (anxiety,
the blast is reduced to 1/10th the normal uneasiness, extreme sorrow, nervous feelings
range. The base blast radius for EMP is 50 of revulsion or fear). For an extra kick,
meters. [High] overloads are also packed with stingballs
rubber pellets that inflict pain when detonated
Frag: Fragmentation explosives spread a cloud near an underarmored target. Anyone caught
of lethal flechettes over the area of effect. They in the base 10-meter blast radius must make a
are resisted with kinetic armor. [Moderate] SOM + WIL Test. If they fail, they must
AP -4 immediately leave the area of effect. If they fail
DV 3d10+6 with an MoF of 30+, they are incapacitated for
Average DV 22 3 Action Turns with disorientation and/or
Armor Used K vomiting, after which they must roll again.
Overload munitions remain in effect for 1 full
Vibroblade minute. Anyone in the area of effect suffers a
Description: These buzzing electronic blades 30 action modifier, which reduces by 10 per
vibrate at a high frequency for extra cutting Action Turn after they leave the area.
ability. This has little extra effect when Additionally, anyone facing the direction of the
stabbing or slashing, but provides an extra 3 overload round suffers a 10 glare modifier
AP and +2d10 damage when carefully sawing (neutralized by anti-glare systems).
through something. Armor Dama Avera Armor Cost
Armor Damage Average Cost Penetrati ge ge DV Used
to of a smartphone and PDA, acting as a media
on Value
Resist player, meshbrowser, alarm clock/calendar,
1d10 Modera positioning and map system, address book,
(AV x 2) 5 Kinetic [ ] advanced calculator, file storage system, search
2 te
engine, social networking client, messaging
Qualities program, and note pad. It manages the users
Enemy augmented reality input and can run any software
Bonus: 10 CP the character desires. It also processes XP data,
At some point in their past, the character made an enemy allowing the user to experience other peoples
for life who continues to haunt them. The gamemaster and recorded memories, and also allowing the user to
player should work out the details on this enmity, and the share their own XP sensory input with others in
gamemaster should use the enemy as an occasional threat, real-time. Facial/image recognition and
surprise, and hindrance. encryption software are included by default.

Mental Disorder Radio Transceiver: This transceiver connects the


Bonus: 10 CP user to the mesh and other characters/devices
You have a psychological disorder from a previous within range. It has an effective range of 20
traumatic experience in your life. Choose one of the kilometers in deep space or other locations far
disorders. from radio interference and 1 kilometer in
crowded habitats.
Uncanny Valley (Morph Trait)
Bonus: 10 CP Medical Sensors: This array of implants monitors
There is a point where synthetic human looks become the users medical status, including heart rate,
uncannily realistic and human-seeming, but they remain
respiration, blood pressure, temperature, neural
just different enough that their looks seem creepy or even
activity, and much more. A sophisticated medical
repulsivea phenomenon called the uncanny valley.
Morphs whose looks fall into this range suffer a 10 diagnostic system interprets the data and warns
modifier on social skill tests when dealing with humans. the user of any concerns or dangers.
This modifier does not apply to interactions with
Using any of these functions is as easy as thinking.
xenomorphs or those with the infolife or uplift
backgrounds. [Moderate, but included for free in most morphs]
Implants Cortical Stack: A cortical stack is a tiny cyberware
Anti-Glare: This visual mod eliminates penalties for glare. data storage unit protected within a synthdiamond case the
[Low] size of a grape, implanted at the base of the skull where the
Basic Biomods: Almost universal in biomorphs, many brain stem and spinal cord connect. It contains a digital
habitats will not allow individuals to visit/immigrate if their backup of that characters ego. Part nanoware, the implant
biomorph does not possess these biomods in order to maintains a network of nanobots that monitor synaptic
preserve public health. Basic biomods consists of a series connections and brain architecture, noting any changes and
of genetic tweaks, tailored virii, and bacteria that speed updating the ego backup in real time, right up to the
healing, greatly increase disease resistance, and impede moment of death. If the character dies, the cortical stack
aging. A morph with basic biomods heals twice as fast as an can be recovered and they may be restored from the
early 21st century human, gradually regrows lost body backup. Cortical stacks do not have external or wireless
parts, is immune to all normal diseases (from cancer to the access (for security), they must be surgically removed.
flu), and is largely immune to aging. In addition, the morph Cortical stacks are extremely durable, requiring special
effort to damage or destroy. They are commonly recovered
requires no more than 3-4 hours of sleep per night, is
from bodies that have otherwise been pulped or mangled.
immune to ill-effects from long-term exposure to low or
Cortical stacks are intentionally isolated from mesh inserts
zero gravity, and does not naturally suffer from biological and other implants, as a security measure to prevent
problems like depression, shock reactions after being hacking or external tampering. [Moderate, but included
injured, or allergies. [Moderate, but included for free in for free with most morphs]
most biomorphs]
Circadian Regulation: The morph only requires 2 hours of
Basic Mesh Inserts: Mesh inserts are ubiquitous sleep to maintain health and function at peak mental
among modern morphs. This network of cybernetic brain capacity. The character dreams constantly while asleep and
implants is essential equipment for anyone who wants to can both fall asleep and wake up almost instantly. In
stay connected and make full use of the wireless mesh. The addition, the character can easily and with no ill-effects
interconnected components of this system include: shift to a 2-day cycle, where they are awake for 44 hours
and sleep for 4. [Moderate]
Cranial Computer: This computer serves as the
hub for the characters personal area network and Clean Metabolism: The morphs symbiotic bacteria, gut
is home to their muse. It has all of the functions flora, and glands have been genetically engineered to keep
the morph clean. The morph also produces smart attention to. The character will not remember the contents
antibiotics that prevent the growth of any bacteria or yeasts of a note on someones desk if they merely glanced at it;
in it or on its skin. As a result, the morph is completely they must specifically have read it. No effort is required to
immune to infections, dental cavities, and bad breath, its use this augmentation, the character merely needs to
sweat has no scent, and the morphs efficient digestion attempt to remember a specific fact. [Low]
produces somewhat less solid waste and less odorous
chemicals. [Moderate] Enhanced Hearing: The morphs ears are enhanced to
Cyberclaws: The bones on the back of the morphs hand hear both higher and lower frequency soundsthe range of
are bonded to smart material claws. These claws can extend sounds they can hear is twice that of normal human ears
through concealed ports in the morphs skin and extend 6 (see Using Enhanced Senses). In addition, their hearing is
inches past the morphs knuckles. These razor-sharp considerably more sensitive, allowing them to hear sounds
weapons inflict 1d10 + 3 + (SOM 10) damage and have as if they were five times closer than they are. A character
an AP of 2. If combined with eelware, they can also inflict with this augmentation can easily overhear even a softly
electric shocks. Likewise, cyberclaws can also deliver spoken conversation at another table in a small restaurant.
poison or nanotoxins secreted from a poison gland or This augmentation provides a +20 modifier to all
implanted nanotoxins. [Low] Perception Tests involving hearing. [Low]

Dead Switch: This cortical stack accessory is designed to Enhanced Smell:The morphs sense of smell is equal to
keep the stack from falling into the wrong hands. If the that of a bloodhound. The user can identify both chemicals
morph is killed, the dead switch wipes and melts the and individuals by smell, and can track people and
cortical stack completely, so that the ego cannot be chemically reactive objects by smell as long as the trail was
recovered. This option is generally only used by covert made within the last several hours and has not been
operatives with recent backups. [Low] obscured. The character can also gain a general sense of the
emotions and health of any character within 5 meters (+20
Direction Sense: The character has an innate sense of to Perception or Kinesics Tests to do so). [Low]
direction and distance using advanced inertial navigation.
The character can arbitrarily define any point as north
and keep track of which direction that is, as well as Enhanced Vision: The morphs eyes have tetrachromatic
knowing approximately how far they have come. vision capable of exceptional color differentiation. These
Characters with this augmentation can always retrace any eyes can also see the electromagnetic spectrum from
route they have taken, only experiencing difficulty with terahertz wave frequencies to gamma rays, enabling them
three-dimensional routes lacking navigational markers to see a total of several dozen colors, instead of the seven
(such as deep space or undersea; apply a 30 modifier). ordinary human eyes can perceive. In addition, these eyes
Since positioning inside habitats by anyone with basic have a variable focus equivalent to 5 power magnifiers or
mesh inserts is an automatic affair, only characters binoculars. This augmentation provides a +20 modifier to
venturing to remote locations require this augmentation. all Perception Tests involving vision. For further
[Low] applications, see Using Enhances Senses. [Low]

Echolocation: The character possesses sonar similar to that Enhanced Respiration: By boosting both lung efficiency
of a bat or dolphin. The character bounces brief ultrasonic and the bloods oxygen-carrying capacity, the character can
pulses off their surroundings and uses them to form an live comfortably in both high and low pressure
image of these surroundings through the pattern of environments, from 0.2 atmospheres to 5 atmospheres, with
reflections of these pulses received by the characters ears. no dizziness or need for gradual decompression. In
For more details, see Using Enhanced Senses. This addition, the character can hold their breath for up to 30
augmentation works in both air and water and has a range minutes when performing minimal activity or for up to 10
of 20 meters in air and 100 meters in water. [Low] minutes while performing highly strenuous activity. [Low]

Eelware: Derived from electric eel genetics, a character Implanted Nanotoxins: The morph has an implanted
can have eelware implanted so that it connects to a network nanobot hive that produces nanotoxins. This implant is
of bioconductors in the hands and feet (or other limbs), designed so that the character can deploy these nanobots
allowing the character to generate stunning shocks with a instantly via a scratch with claws, spraying with saliva, or
touch. Eelware inflicts shock damage exactly like a pair of simply making continuous bare-skin contact. Characters
shock gloves. Eelware can also be used to power implants can choose whether or not to deploy these nanobots. Each
and specially designed handheld devices by touch. [Low] nanotoxin generator only produces a single variety of
nanobots, with the most common types being ones
Eidetic Memory: The character can remember everything designed to kill or incapacitate almost any living target or
that ever happened to them, in detail, with no long term ones designed to destroy delicate machinery. Characters are
memory loss. For example, they can recite a page they read immune to their own nanotoxins. Nanotoxins are highly
in a book a month ago, recall a string of 200 random restricted and many habitats will not allow anyone with this
characters they viewed a year ago, or even tell you what implant on board. [One Cost Category Higher than Toxin
they had for breakfast on a particular date a decade ago. Cost]
However, they can only remember things they paid
Medichines: This is the most common form of nanoware. hour the character is in a breathable atmosphere, this
These nanobots monitor the users body at a cellular level implant recovers one hour of oxygen storage. The implant
and fix any problems that arise. Medichines eliminate most can be fully recharged within 15 minutes if the character is
diseases, drugs, and toxins (but not nanodrugs or in a high-pressure mostly oxygen atmosphere. [Low]
nanotoxins) before they can do more than minor harm to
the host (see Drug Effects). If desired, the user can Radiation sense: The character can sense the presence and
temporarily override this protection to permit intoxication approximate source of all forms of dangerous radiation,
or other effects, but unless the character activates a second including neutrons, charged particles, and cosmic rays.
specially labeled override, medichines prevent the toxins [Low]
from accumulating to lethal or permanently harmful levels.
In this case, they can also be activated at a later point to Temperature Tolerance: The morphs temperature
reduce a drug or toxins remaining duration by half. regulation and circulation are both substantially enhanced
Medichines allow the character to ignore the effects of 1 allowing the character to survive in temperatures as low as
wound. They also speed normal healing as noted under 30 degrees Celsius and as high as 60 degrees Celsius
Biomorph Healing. If the user suffers 5 or more wounds at without discomfort or ill effects. [Low]
once, or more than 6 wounds in an hour, the damage has
exceeded the medichines ability to repair. In this case, the Toxin Filters:The morph gains an improved liver and
medichines place the character into a medical stasis, where kidneys and biological filters in its lungs. Characters with
their mind and body are perfectly preserved, but where the this augmentation are immune to all chemical and
character cannot act in any way. Under these circumstances biological toxins, including everything from recreational
the medichines also send out a priority call for emergency chemicals to nerve agents to spoiled food. In addition, the
services via the characters mesh inserts. character can safely and comfortably breathe smoke and
Medichines for synthmorphs and bots consist of nanobots drink salt water. Unlike medichines, toxin immunity
that monitor and repair the shells integrity and internal prevents the character from experiencing even brief harm
system functions. Note that the synthmorph version of or discomfort from a toxin (medichines merely rapidly
medichines allows the synthmorph to self-repair in the repair damage caused by the toxin and then remove it from
same manner by which a biomorph with medichines would the morph). This augmentation provides no resistance to
naturally heal. [Low] concentrated acid, nanotechnological attacks, or similar
destructive agents. Some characters with this augmentation
Nanophages: These nanobots patrol the body, alert for learn to enjoy the taste of various chemical toxins like
signs of intrusive nanodrugs or -toxins and destroying them cyanide or arsenic. [Moderate]
before they have more than a minor effect. Nanophages
provide automatic immunity against nanodrugs and T-Ray Emitter: Mounted under the skin of the users
nanotoxins unless they are specifically commanded to stand forehead, this implant generates low-powered beams of
down by the user, via their mesh implants. [Moderate] terahertz radiation (T-rays) that allow the character to see
using reflected T-rays. As discussed in Using Enhanced
Neurachem:This bioware modification enhances the Senses, this implant combined with the enhanced vision
characters chemical synapses and juices their enhancement (or a terahertz sensor) allows the user to
neurotransmitters, drastically speeding up neural effectively see through cloth, plastic, wood, masonry,
connections. Neurachem can be mentally activated or composites, and ceramics as well as being able to
triggered by charged emotions. Level 1 neurachem determine the composition of various materials. This
increases the characters Speed stat by +1, with no side implant allows the user to see using reflected T-rays for 20
effect. Level 2 raises the Speed stat by +2, but each time it meters in a normal atmosphere and for 100 meters in
is used the character suffers a nervous system fatigue vacuum. [Low]
hangover for 1 hour after the boost wears off (apply a 20
modifier to all actions). The speed boost lasts for 30 Backup Insurance: In the event of verifiable
minutes, thought it may be triggered again. Level 2 may be death, or after a set period of being missing,
used as Level 1 if desired. [High (Level 1), Expensive backup insurance will arrange for your cortical
(Level 2)] stack to be retrieved and your ego downloaded
into another morph. If the cortical stack cannot
Oxygen Reserve: The morph has a miniature oxygen tank be retrieved, your most recent backup is used.
and rebreather installed in its torso. This implant provides Most olicies require that the holder provide a
the equivalent of the life support system in a light vacsuit, backup to be uploaded into secure storage at
allowing the character to breathe comfortably for up to 3 least twice a year. This industry works in a
hours. It feeds oxygen directly to the morphs blood stream, manner similar to insurance underwriting in
avoiding problems with pressure changes. Implanted terms of cost and individuals engaged in high
sensors automatically cause the character to use the stored risk professions can expect to pay a premium
oxygen if they detect poisonous or insufficient atmosphere. for the service. Additionally, attempts to
Without vacuum sealing, the character can only survive in retrieve a cortical stack are minimal unless one
vacuum for 5 minutes, but remains conscious and active for wants to pay for some extra effort (a thriving
the entire time, giving them far more time to find shelter or industry of paramilitary ego-repo operatives
a vacsuit than characters without this implant. For every
exists for this purpose). [Low to Moderate directions, the damage is reduced to 1/3rd
per month] (round down). Multiple charges apply a
Disposable Launcher (Standard Missile): This launcher cumulative effect. [Moderate]
is pre-packed with one standard missile. [Moderate Radio Booster: This device boosts the range
(includes missile)] and
Rate SS sensitivity of short-range radios, like those
Ammo 1 from
High-Explosive Armor-Piercing (HEAP): A design only implants, ectos, or microbugs. The booster
available for seekers (not grenades), HEAP warheads use must be
high explosives to blast a path for a penetrating round. with the shorter-ranged devices range (or
HEAPs lose 4 damage per meter distance from the blast, directly
as opposed to the usual 2. [Moderate] linked via fiberoptic cable). It will repeat any
AP -8 transmissions received from that device, but at
DV 3d10+12 its extended
Average DV 28 range of 25 kilometers in urban areas (250
Armor Used K kilometers
remote areas). Broadcasts from a radio booster
Electronic Rope: The fibers in this rope can are
be controlled electronically, making it move in easy to receive by anyone looking for
a snake-like fashion, stiffen up, and even wrap broadcasts (see
around objects. Typically comes in a 50-meter Wireless Scanning, p. 251), though
length capable of supporting 250 kg. [Low] transmissions may
be stealthed (p. 252). Boosters are commonly
Facial/Image Recognition: This program can used by
be used to take an image and run a pattern- characters traveling far from habitats or other
matching search among public archives. civilized regions. [Low]
Similar version of this program exist for other NANODETECTORS Nanodetectors are small
biometrics: gait recognition, vocal recognition, devices that suck in air and micro debris in
etc. [Low] order to scan for and detect nanobots. Given
that nanobots are so small, the density of
Firewall: This program protects a device from nanobots in the area has a large impact on its
hostile intrusion. Every system comes with a success. The nanodetector has a base skill of
standard version of this software by default. 30 for detecting nanobots, modified by +30 if
[Low] an active nanoswarm or hive is present, +0 if a
nanoswarm or hive was active recently, and
Liquid Thermite: Similar to scrappers gel, 10 for the presence of nanobots outside of a
liquid thermite comes in a gel form that is swarm or hive. Once a nanobot is detected it
easily applied under all environmental may be analyzed either by the user or the
conditions (by the nature of its chemical nanodetectors AI, using Academics:
reaction, thermite is oxygenated and will burn anotechnology 30 skill. Nanodetectors are
underwater or in space). It is ignited with an often worn and left on, set to alert the user if a
electric charge, burning at temperatures hostile nanoswarm is detected. [Low]
exceeding 2,500 degrees Celsius and melting Utilitool: This hand tool includes a specialized
through whatever it is touching. Liquid thermite small nanobot generator. In its basic form, a
inflicts 3d10 + 5 DV per Action turn (for 3 utilitool
Action Turns) to whatever it is touching. Armor is the size and shape of a large fountain pen. It
will also be burnt through, offering no can
protection once the full Armor rating has been transform into almost any tool, however, from
reached. [Moderate] a
wrench, knife, or powered screwdriver to a
Superthermite Charges: These powerful and rotary
highly grinder or pair of pliers. Some inexpensive
stable demolition charges are made from a utilitools
combination of nanometals and metal oxides. A are optimized for specialized tasks, like cooking
single charge can be used to create an or wilderness survival, but more expensive
explosive blast inflicting 2d10+5 damage. This models
charge can be shaped with a successful become almost any imaginable hand tool.
Demolitions Test, focusing the blast in a Utilitools
particular 90-degree direction (for example, to are normally mentally controlled using the
blow through a door). This triples the damage characters
of the blast in the focused direction; in all other basic mesh inserts. Characters without such
implants disarming
can control the tool via voice commands and alarm systems, or performing first aid. [Low]
touch Tactical Networks: These programs allow
controls. Characters using a utilitool gain a +10 people in
modifier to skills involving repairing or the same squad to share tactical data in real-
modifying devices time. See
with mechanical parts, opening locks, Tactical Networks, p. 205. [Moderate]

You might also like