09. Nanomancy

This is an optional module that brings in a form of Arcane Background for CMx2's and Humans alike.

The development of nanite technology has resulted in some unusual side effects, not to mention experiments by numerous un-authorised research teams. One of the major side effects has been the creation of the CMx2 itself, but numerous other variations are possible.

Nanite technology isn't limited to CMx2's. Humans may gain access to nanites and manifest various powers that seem magical in nature, of course such individuals are rare and considered variants from the norm.

To handle this a new Background Edge: Nanomancy is used. Players who take this background edge gain 2 Powers, and 10 Nanomancy Power Points. They may gain extra power points by taking the Nanomancy Power Points edge (same as Power Points edge but specifically for Nanomancy), as per the normal magical rules. ONLY Power Points gained and taken via these edges for Nanomancy may be used to power their Nanomancy. Power Points gained from power plants or other energy sources are NOT usable with Nanomancy, and vice versa. A Mechanoid who took this ability would thus start with 10 PP to run its systems, and 10 NPP for use with Nanomancy.

Casting modifiers:

    • Nanomancers specialise in self targeted and touch range spells, using spells with a range component is much harder and suffers an automatic -2 casting penalty.
    • All casting ranges (not area of effects) greater than a listed Trait (eg SMx2) are halved. Spells affected by these changes are noted below.
    • All listed casting ranges are halved.
    • Finally all spells with a numerical range (as opposed to a trait based range) are one level harder to learn - ie Bolt moves from Novice to Seasoned.

Spell Notes.

Armour: the targets surface areas are strengthened by nanite bonding. Flesh remains supple but holds together better. Metals gleam more strongly and become harder.

Barrier: if the first section of the barrier is at touch range then no range penalty applies. Nanite workers will disassemble local materials and form a barrier out of them, for eg they may re-assemble dirt from the ground into a mudbrick barrier. Some material MUST be available, and in significant quantities, to use or the spell will not work. The strength of the barrier will be relevant to the materials used.

Beast Friend: Range SMx50 yards (x25 inches). Range penalty apply.

Blast: Range penalty applies, range halved. Rank: Veteran

Bolt: Range penalty applies, range halved. Rank: Seasoned

Boost: Range penalty may apply.

Burrow: Self spell, range of travel remains unchanged.

Burst: Ranged penalty applies, range halved, but area of effect remains the same.

Deflection: glowing droplets of power form a whizzing shield around the caster.

Detect Arcana/Nanites: Range becomes SMx20. Detects nanite activity only.

Dispel: Range penalty may apply.

Elemental Manip: Range penalty may apply. Range reduced to SM.

Entangle: Range penalty applies. Range reduced to SM.

Environmental Protection: unchanged. For double the cost the caster may make themselves completely safe in a vacuum.

Fear: Range penalty applies. Range reduced to SM.

Fly: unchanged. If no atmosphere then cost is doubled but speeds are doubled also (rocket flight).

Greater Healing: unchanged, will work on Mechanoids.

Healing: unchanged, will work on Mechanoids.

Invisibility: unchanged

Light: unchanged.

Obscure: Range penalty may apply.

Puppet: Range penalty may apply.

Quickness: unchanged

Shape Change: unchanged.

Smite: unchanged.

Speak Language: unchanged

Speed: unchanged

Stun: Range penalty applies. Range halved. Rank: Seasoned.

Telekenesis: Range penalty may apply.

Teleport: unchanged

Zombie: unchanged