Nanocrobial Self Enhancement

Nanocrobes changed everything. Very few people die of disease anymore, and cancer and genetic disease is a thing of the past entirely. There is very little nanocrobes can’t do, as they have super splicer capability, allowing them to change the genetic makeup of a living being on the fly.
Nanocrobes always work by injecting a host that has origin Nanocrobes that were received at birth. The injections change the nanocrobes in the hosts body, or give them instructions. This means that nanocrobe injections are split into two categories.

  • Instruction: Instruction shots do not contain nanocrobes, but instead they carry small proteins to a hosts Nanocrobes, which then interpret them and follow the given instruction. This is usually represented in a temporary effect, that wears off either after the proteins flush out of a hosts system, or once the instruction is completed.
  • Genetic: Genetic Injections always contain other Nanocrobes. Their purpose is to change the genetic makeup of the origin Nanocrobes, altering them in such a way that they now follow a new purpose. Sometimes they are altered to make genetic changes to a host, and upkeep them. Sometimes they simply receive a new molecule that gives them a new permanent purpose.

Instruction Crobes
Instruction Nanocrobes are purchased with Currency, and cause a effect that is only temporary. Note that these kind of nanocrobes do not mix, and nanocrobes can only ever have 1 instruction active at a time. Any injection after the first is ignored, until after the initial effect wears off. (or a purge is used) Also nanocrobe injections take 3 turn before they work, if used in a turn based situation.

Vitality
Cost: • – •••
Availability: Very High (Vending Machines and Stores) 3 dot is only available with a prescription
Duraction: 24 hours
Effect: Vitality is a among the most common Nanocrobes injections in the Universe. Vitality instructs nanocrobes to aid the body in reconstructing broken tissue. This increase healing times by a factor of the point cost to purchase. (this does not stack with the quick healer merit)
1 dot: Bashing 8 minutes, Lethal 24 hours, Aggravated 4 days
2 dot: Bashing 4 minutes, Lethal 12 hours, Aggravated 2 days
3 dot: Bashing 2 minutes, Lethal 1 Hour, Aggravated 24 hours

Juice
Cost: ••
Availability: High (Vending Machines and Stores)
Duration: 1 scene
Effect: The Energy Drink of the future, Juice speeds up synaptic communication, increasing the body’s reflexes as well as giving a quick energy boost. Grants +2 Initiative and +2 Speed.

Monstrum Juice
Cost: ••••
Availability: Low (Military and Law Enforcement Only)
Duration: 1 Scene
Effect: The beefy cousin of Juice, Monstrum Juice takes it to the next level. Synaptic communication is greatly increased and reaction times are accelerated. Grants +3 Initative and +3 Speed and the ability to dodge projectiles with defense even not in melee range.

Gray Matter
Cost: ••
Availability: Medium (Usually distributed among schools and learning centers, aids Rapid Learning Apparatus, harder to find in public situations.)
Duration: 5 hours
Effect: Gray matter increases the brains ability to take in new information and to access information already stored. It also increases the ability to grasp new ideas and use them. Grants +1 Intelligence, +1 Wits, and temporarily grants the Eidetic Memory Merit (p. 108 WoD Core).

Lincoln
Cost: ••
Availability: Medium (Used by political leaders and managers, usually bought through companies not easily available in public situations)
Duration: 5 hours
Effect: Lincoln increases a persons posture and synaptic relations. The users pose is adjusted to be socially acceptable and desirable and he is able to say the right thing at the right time. Skin is adjusted, wrinkles are smoothed out and various other changes make an individual look more striking than he actually is. +1 Presence, +1 Manipulation, and temporarily grants the Striking Looks (••) Merit (p. 117 WoD Core)

Castle
Cost: •••
Availability: Medium (Used by Miners and high risk work men, not usually available in public situations)
Duration: 1 scene
Effect: By increasing the production of nanocrobes in the blood, and instructing it to reinforce the genetic structure of the users tissue, the human body becomes more durable. Grants Armor •, that does stack with other armors. (not bulletproof)

Fortress
Cost: ••••
Availability: Low (Military and Law Enforcement Only)
Duration: 1 scene
Effect: Fortress acts just like castle, however it increases Nanocrobe output by a much larger scale, giving a much thicker weave. The nanocrobes also learn how to disperse energy, making the user somewhat resistant to firearms. With Fortress, a users skin becomes noticeably darker, almost stone like. Armor •• that does stack with armors (Bulletproof) In social situations where looks matter, this also gives a -1 Presence.

Raw
Cost ••
Availability: High (Vending Machines and Stores)
Duration: 1 scene
Effect: By reinforcing muscle mass, nanocrobes increase the toughness of tissue as well as boosting muscle growth (temporarily). Grants +1 Health Boxes and +1 Strength.

Bloody Raw
Cost: ••••
Duration: 1 scene
Availability: Low (Military and Law Enforcement Only)
Effect: Greatly reinforces muscle mass, and muscle growth. Grants +2 Health Boxes and +2 Strength.

Purge
Cost: ••
Duration: Instant
Availability: Very High (Vending Machines, Stores and also via doctors)
Effect: Purge tells nanocrobes to forget their current instruction and return back to their normal state. Removes the current nanocrobe instruction effect.

Binoculars
Cost: •
Duration: 5 hours
Availability: Very High (Vending Machines and Stores)
Effect: By taking over the translation of messages send from the human eye to the brain, sigh is greatly improved. Visual Wits+Perception rolls are at a +1 and only receives penalties for spotting far away objects after 400 yards.

Telescope
Cost: ••
Duration: 5 hours
Availability: Medium (Some Stores)
Effect: Same as Binoculars, except the nanocrobes also aid in the interpretation of what is seen. 1 to Visual WitsPerception rolls, no penalties up to 400 yards and treat successes rolled as being 1 higher for determining the level of detail a user spots.

Fury
Cost: ••
Duration: 1 scene
Availability: Medium (depending on area, vending machines and stores)
Effect: Fury is illegal in certain colonies, as it’s ability to give humans the ability to ignore pain is somewhat controversial. By blocking Nerve signals from ever reaching the brain, a human is completely free of pain. Grants the ability to not have to roll a Stamina Check to go unconscious from physical pain (such as when all health boxes are filled), even when rolling around to aggravated damage.

Refresh
Cost: •••
Duration: 1 hour
Availability: High (Vending Machines and stores)
Effect: Refresh stimulates a persons parts of the brain dealing with happyness and sleep. This causes a user to feel somewhat refreshed and refilled. Returns 2 Willpower points after 1 hour of rest. (no significant actions)

Water Bear
Cost: ••
Duration: 15 minutes
Availability: Medium (Used as an emergency supply on most starships and shuttles)
Effect: Immediately slows down a users heart beat, and puts them in a comatose state. Within seconds the brain is “put on pause” as all non-vital functions are shut off, causing the brain to operate on a fraction of the normal oxygen required. ALL oxygen in the lungs is absorbed into the blood stream, leaving the lungs empty and safe from collapsing. All orifices are blocked by nanocrobe tissue, and the eyes are covered with a similar tissue. This makes it possible for a human body to survive in space for the duration of the instruction, however after that it immediately resumes all functions in the brain to avoid brain damage. It can also be used to survive under water for the same duration, however does not protect the user from pressure. After use, an individual usually requires about thirty minutes to recover, or else suffer a -2 to all actions during that time.

Iron
Cost: ••
Duration: 24 hours
Availability: Medium (Requires Prescription)
Effect: By directly attacking pathogens in the blood stream, nanocrobes can aid the human body in fending off disease and infection. Grants a 3 to StaminaResolve rolls to overcome disease, toxins, infection or even cancer.

Wire
Cost: •••
Duration: 1 scene
Availability: Low (Found around ship repair and electrical system engineers)
Effect: By regulating a body’s cells ability to conduct electricity, a human is rendered much more resistant to it’s damaging effects. The brain is also shielded, causing it to remain somewhat lucid during such an event. Grants -3 (b) damage from being electrocuted and a +2 to the rolls to let go from an electrical source.

Goldielocks
Cost: ••
Duration: 1 hour
Availability: High (Vending Machines and Stores)
Effect: By entering the brain in a hyper meditative state, a person can receive 8 hours of natural rest in only 1, thereby negating the penalties of fatigue. A human cannot live off of this forever, and after 7 days of use, a person still requires sleep or risks going insane (pick a mild derangement, that gets upgraded each day after the 8th. Add more derangements when the previous one is maxed out) After 14 days without normal sleep, a person’s brain can’t handle it anymore and the user is left brain dead permanently. Also goldielocks can only be used once every 12 hours, and repeated uses do nothing. Because this is a unnatural sleep, it does not regain willpower.

Repellent
Cost: •••
Duration: 1 scene
Availability: Low (Used around flamable and burning materials. Used mostly by fire crews)
Effect: Nanocrobes are instructed to change the genetic makeup of human skin, leaving it slightly fire resistant. This is standard for use in fire brigades. Grants +3 Armor for overcoming fire damage. (p. 180 Wod Core for rules for fire)

Schizo
Cost: •••
Duration: 1 scene
Availability: Medium (Used around Bounty hunters, Law Enforcement and military, usually custom ordered)
Effect: By slightly increasing a person’s awareness of his surrounding and slightly increasing all 5 sense, a person is made more aware of ambush. Temporarily Grants the Danger Sense Aspect. (p. 108 in WoD Core)

(Many more exist, but are often region specific or Illegal. Illegal Nanocrobics do exist, and are usually Machinian of origin)

Genetic Crobes
Genetic Nanocrobes are permanent additions to a persons Body. This kind of Nanocrobe is purchased with merit points.

Gentic Crobe List

Nanocrobial Self Enhancement

Endless Horizons anno1604