Nanotechnology may be biologically or mechanically based, although in practice these two tend to blur. What all nanotech has in common is the ability to manipulate matter on the scale of individual atoms, and thus to construct almost anything, provided it has the correct template and feedstock.
While nanotech was in development prior to World War III, it wasn't until the Amurian Concordat's artificial intelligences created a wirelessly controlled variant that the true potential was realized, and the horrors the digital gods unleashed overwhelmed the senses. Amurian nanotechnology in the Sprawl is considered black box boogeyman technology and was outlawed by the allied powers that won the war against the techno-gods.
The Amurian AIs created many different self sustaining nano-swarm colonies that provide abilities which thematically fit in line with their weird blend of religion, culture, and technology. By using these colonies to infect humans with wirelessly controlled nano-swarms, the AIs were able to more directly interface with and control the hosts. One such colony type is the Asura, an advanced combat swarm developed late in the Amurian War. Once infected, the nanobots invade and replace the host's spleen with the colony organ. The colony organ then requires feedstock to make further changes to the host human. If feedstock is not available, the colony feeds on the host's own body until the transformation is either complete or the host dies.
If the colony organ is ever removed and all of the remaining nanobots are filtered out of the blood, the host loses access to the associated Arcane Background and any immunity to Strain granted by the colony. All other cyberware implanted by the colony is kept, although the strain might be too much for the human to bear.
Vasudhara can activate Asura powers on a character's behalf to showcase the upgrades outside of combat, but once showcased, the players must activate them on their own.
Requirements: Novice, Human or Human 2.0, Wild Card
Arcane Skill: Nanotech (Smarts).
Power Points: 6
Available Powers: Blast, Bolt, Boost/Lower Trait (Self and Boost only), Cyber Eyes, Internal Overclock, Overlclock Nanosurgeons, Protection (excludes Additional Recipients and Toughness, stacks with worn armor)
Networked: The character gains a free d4 in Nanotech (Smarts). The character's Nanotech skill increases by 1 step for every ally with this Arcane Background within 30 feet.
Backlash: A Critical Failure on a Nanotech roll causes the Asura a level of Fatigue and all currently active powers are terminated.
New Power: Cyber Eyes
Rank: Novice
Power Points: 1
Range: Self
Duration: 1 hour
Requirements: Cyber Eyes Lvl 1 installed on character
This utilizes the variable programmable nature of nanotech to enact change within an established system, namely a character's installed cyber eyes. This power requires an open Cyber Eye module (or temporarily overwrites an existing one). Gain access to a new Cyber Eye option you do not have, or gain access to two Cyber Eye options on a raise.
New Power: Internal Overclock
Rank: Seasoned
Power Points: 3
Range: Self
Duration: 5
Requirements: None
The Asura Colony is wired into your system on a molecular level and is able to aid you when things get rough. Roll Nanotech. With a Success give yourself a +1 bonus to any Trait rolls you make for the duration. With a Raise give yourself a +2 bonus. This functions as a way to use Nanotech to Support yourself. Remember, the maximum bonus from all Support rolls (including Internal Overclock) is +4, unless it is a Strength check which has no maximum bonus.
New Power: Overclock Nanosurgeons
Rank: Novice
Power Points: 3
Range: Self
Duration: Instant
Requirements: Nanosurgeons
Thanks to the nanosurgeons that live in your blood, you are able to overclock them to provide quicker healing benefits. As long as the wounds are less than an hour old, roll Nanotech with a penalty equal to the Wounds you currently have (up to -3). A success removes one Wound and a raise removes two.
Modifiers:
Neutralize Poison or Disease (+1): A successful nanotech skill roll negates any poison or disease as long as it did not come from a Tech Weapon. If the poison or disease has a bonus or penalty associated with it, the modifier applies to the nanotech skill roll as well.
In addition to the Arcane Background: Asura, those infected also gain cyberware created by the colony organ. For the purposes of the storyline, Vasudhara has begun using the nanotech to upgrade the players against their will. For tiered cyberware, if you already own the level given by the colony, gain the next level instead.
Cyber Eyes Lvl 1
2x open Cyber Eye Modules.
Cyber Ears Lvl 1
Improves Wild Die for Notice rolls by 1 die type.
1x Cyber Ear Module (Implanted Military Agent).
Immunity to Strain
Phase 2:
Adrenal Booster
On activation: Remove one level of Fatigue or the Shaken status.
10 minute cooldown.
Reaction Enhancer
+2 to Athletics to Interrupt an opponent.
Threat Response System
On activation: when spending a Benny to get a new Action Card, gain the benefit of the Quick Edge.
On activation: all ranged attacks against you suffer -2 until the end of the round.
Phase 3:
Emotional Response System
+2 to Smarts or Spirit to defend in an Opposed Test
Sleep Reducer
You only require 1/2 normal sleep.
Nanosurgeons
Natural healing roll every day (instead of every 5 days)
Recover one level of fatigue every 30 minutes (instead of every hour)
Recover one level of fatigue from Bumps and Bruises every 4 hours (instead of every 24 hours)
Phase 4:
Tailored Adrenals
+2 to Spirit rolls to recover from Shaken
Toxin Binders
+2 to Vigor to resist Poison Hazard (except for Tech Weapons)
Cannot gain benefits from drugs
Reflex Amplifier
On activation: Ignore 2 points of Multi-Action Penalty for 3 rounds.
Cooldown 10 minutes.
Phase 5:
Armored Organs
Called Shots to vitals do no extra damage
Internal Hardening 1
Gain +1 to Toughness
Ignore 1 Wound penalty
Free Combat Edge