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== Basic Nanotechnology == Basic nanotechnology is exceedingly widespread and used throughout the solar system, serving as the primary method of manufacturing for decades. The nanobots of basic nanotech are confined to delicate and specially-maintained environments like the insides of cornucopia machines or healing vats and cannot operate elsewhere. === Healing Vats === Healing vats were the first type of nanotech medicine developed and remain the most powerful medical devices in common use. With the exception of a few exceptionally deadly nanoplagues, a healing vat can cure any disease and heal any injury. As long as the patient is alive when they are place in the healing vat, they will not only survive, but emerge without a scratch. A healing vat can even take a severed head (as long as it has been stabilized by medichines or nanotech first aid) and regrow an entire body based on the head’s genetics. If the patient’s body or medical records contain information about their implants, bioware, or advanced nanotechnology, all of these modifications are also fully restored. Few people suffer injuries serious enough to require a healing vat. Most are used as a safe and easy way to perform bodysculpting or to install implants or bioware. Healing vats use specialized nanomachines to either alter the patient’s body or integrate implants or bioware. One advantage of using a healing vat is that no additional healing time is needed, the patient leaves the vat fully recovered from the augmentation and ready to go. Every hospital, clinic, bodyshop, and augmentation parlor has several healing vats. The time required by a healing vat varies with the severity of the damage it is healing or the extent of the modification being made, as noted on the Healing Vat table. '''[High]''' {| class="wikitable" ! colspan="2" |Healing Vat Table |- |'''Injury''' |'''Healing Time''' |- |Healing normal damage to a character who has taken 3 or fewer wounds. |2 hours per wound (min. 1 hour for 0 wounds) |- |Restoring major lost body parts like arms or legs, or healing dying or nearly dead character who has taken 4 wounds. |12 hours per wound |- |Restoring recently dead character who was placed in medical stasis to avoid death, but who is mostly intact. |1 day per wound |- |Restoring recently dead character who is placed in medical stasis to avoid death, and who is missing most of their body. |3 days per wound |- |'''Augmentation''' | |- |Minor implants and bioware, minor cosmetic changes like alterations in skin color, eye color or shape, or hair color, texture or distribution, minor alterations to face shape or body fat distribution. |1 hour |- |Major brain and neural implants, nanoware or bioware, sex changes, changing height by no more than 5% or weight by no more than 20%. |12 hours |- |Major physical modifications like adding limbs or radical changes to height and weight. |3 days |} === Nanodetectors === Nanodetectors are small devices that suck in air and micro debris in order to scan for and detect nanobots. Given that nanobots are so small, the density of nanobots in the area has a large impact on its success. The nanodetector has a base skill of 30 for detecting nanobots, modified by +30 if an active nanoswarm or hive is present, +0 if a nanoswarm or hive was active recently, and –10 for the presence of nanobots outside of a swarm or hive. Once a nanobot is detected it may be analyzed either by the user or the nanodetector’s AI, using Academics: Nanotechnology 30 skill. Nanodetectors are often worn and left on, set to alert the user if a hostile nanoswarm is detected. '''[Low]''' === Nanofabricators === Nanofabrication machines are universal assemblers that perform almost all of the manufacturing in the solar system. The user loads in raw materials and electronic plans and it can produce literally any manufactured good, from a weapon to an ultralight plane to a hot and delicious dinner. Many nanofabricators come equipped with a library of common-use blueprints (basic foods, standard clothing, common tools, etc.). Other blueprints must either be purchased online, self-programmed, or acquired through some other method. The largest nanofabrication units are more than 10 meters on a side and are used to produce small consumer goods in bulk as well as building large devices like orbital transfer vehicles. The availability and legality of nanofabricators varies widely throughout the system. In the inner system and Jovian Republic, cornucopia machines are commonly restricted and sometimes illegal, with licenses only available to hypercorps, military units, and other officials and elites. In these habitats, only more limited fabbers are available to the general populace. Additionally, blueprints are licensed and protected by copyright laws, and many nanofabricators feature pre-programmed restrictions that prevent them from using unlicensed blueprints as well as from manufacturing weapons, explosives, or other restricted items. Among the autonomists of the outer system, however, nanofabricators are commonly accessible, shared by everyone, and unrestricted. For rules on creating goods in a nanofabricator, see Nanofabrication. '''Desktop Cornucopia Machine:''' Cornucopia machines (CMs) are general-purpose nanofabricators. The smallest CMs are desk-sized cubes approximately half a meter on a side with a volume of at least 40 liters. They can produce any small object, from tools to well-folded suits of clothing to handguns or a bowl of cereal. It is sometimes possible to assemble larger items, but they must be manufactured in smaller pieces and then assembled (likely requiring an appropriate Hardware Test). While users can purchase bulk raw materials, CMs also come equipped with a disassembler. The user loads garbage and other objects into the disassembler so that they can be turned into raw materials for the CM. All legally-available disassemblers only deconstruct non-living material. '''[Expensive]''' '''Fabber:''' Fabbers are specialized nanofabricators, portable and considerably smaller than CMs. There are a wide variety of portable fabbers, including ones that can make any hand tool or small piece of personal electronics, ones that can turn any organic material into food and drink, and ones that can create any drug or medicine as well as bandages and specialized dressings. The most common fabbers have a volume of 4 liters. Larger hand tools and devices are produced as 2 or 3 separate parts that must be fitted together. Like CMs, fabbers also contain miniature disposal units. '''[Moderate]''' '''Maker:''' Makers are specially-designed to produce food and drink for the user. Raw materials can be provided by the addition of any water-containing liquid and collected biomass like leftover food, grass, dirt, dead animals, or transhuman waste. Some models are built into standard vacsuits. Makers can produce water and various � flavored beverages, as well as ration bars or thick pudding-like edible gels. With adequate raw material, a maker can indefinitely provide food and drink for up to three transhumans. Most units, however, have a very limited range of flavors and textures that are widely considered to be fairly bad. Models with a wider and better range of flavors and textures are more expensive, but produce food that is considered adequate or occasionally good. '''[Low to Moderate]''' '''Blueprints:''' If you want a nanofabricator to make something, you need to instruct the device how to create it from the molecular level up. Such blueprints are available for almost every conceivable item out there. The cost of such blueprints typically exceeds the cost of purchasing the item, though factors like legality and quality may affect the cost as usual. '''[One Cost Category Higher Than Item Cost]'''
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