Nano "magic" is the way by which individuals infused with generic processor nanobots can improve themselves and also affect others. In order to perform these effects, one must first be infused with the nanobots, and must be able to program them, which is a TL 13 IQ/VH skill.

Each individual nanobot is an elongated construct of 2 nanometers (about 1/3 of a red blood cell) that is programmable and contains a number of configurable appendages. Each contains its own memory and processor and can generate and store energy out of the nutrients found in human blood. For this reason, nano mages usually eat and drink a little more than the average person (about 5% more).

The actual number of individual nanos a person can safely contain varies. Each character can safely contain a number of "nano points" which equal their HT. Each nano point represents 1 billion nanobots. From now own, the word "nano" will be used to represent a nano point.

The nanos can be configured to perform a number of different effects which can be grouped in 3 overall categories: Personal effects, which affect the mage himself, External effects, which affect the environment around the mage, and Imposing effects, which directly affect other individuals or living beings.

If left to their own devices, and while devoid of any programming, the nanos will always revert to their basic programming which is to improve the user's overall health and disposition. This effect grants the user +1 in all HT-related tests per nano point, which includes survival tests, knockdown tests, aging tests, wound recovery, disease and poison nullification.


Nano Programming (IQ/VH):[]

This is the skill for programming nano effects. It is used to develop new programmings to improve on the mage's repertoire of effects. A mage knows a number of nano effects which equal the number of points spent in this skill. Note that no one has to know the "Vigor" personal effect, because this is the default programming for all nanos.

The mage can also develop new programmings with this skill. This takes a number of hours which equal: 200 - ((Skill Level - 10) * 18), being 200 at worst and 24 at best. At the end of this period, the mage must spend a character point to learn the programming. To create this programming, they only need a quiet place where they can keep gesturing on and on. The nanos are set to respond to the user's motion, and programming the nanos requires the mage to perform gestures and utter incompreensible words over and over, as they work in the programming itself. If the player decides to spend 200 hours studying the new effect (regardless of their skill level), they gain 1 character point in this skill and learn the new effect.

Nano IDE:[]

Programming nanos is a solitary task for a nano-mage, but it's not a blind one. The nanos which are housed in the mage's brain create images directly in the mage's visual cortex in a way to provide them with an actual, visual, three-dimensional development interface for nano programs.

Therefore, although for an external observer, a nano-mage programming new nano effects appears as a person waving their hands and looking around incoherently, in fact the mage is immersed in their own personal development environment, dealing with various three-dimensional windows, code lines and debugging tools.

Programming Bugs:[]

Nanobots work with what is known as "emergent" programming. That is, the mage programs a few, simple commands which, when reproduced throughout the nanite network, create complex and sometimes unpredictable results. Therefore, programming nanobots is extremely hard, and as with any programming, it's a task that is subject to all forms of bugs.

Whenever the mage creates a new nanite program, they must roll against their "Nano Programming" skill once. This test is subject to a penalty which equals 5 plus three times the base number of nanos that this effect will require. Thus, for most simple programmings, which only require 1 nano, the test is subject to a penalty of -8. For more complex effects, the penalty may be much, much higher.

For every point by which the test failed, the developed effect contains one bug which is not yet known. The number of bugs of a nano effect must be accounted separately for each effect.

Whenever the mage uses an effect which still has bugs (known or unknown ones), they must roll 3d6 against a value of 15 minus the total number of bugs. On a failure, an unpredictable side-effect occurs.

Once an unknown bug triggers a side-effect, the mage may, then, attempt to fix it with further tests of "Nano-Programming". It takes one day of uninterupted programming to attempt to rid a nano effect of a known bug. The mage rolls against "Nano Programming" with a penalty of 10, plus twice the number of bugs that effect has (either known and unknown bugs). Note that the more bugs an effect has, the easier it is to identify and correct one. On a success, one known bug is removed. For every 5 points of success thereafter, another bug is also fixed, even if it's an unknown one. However, known bugs are always removed first.

If the mage fails to rid the effect of bugs, they may try again on the following day. The mage may only attempt to rid the nano effect of bugs if the effect has at least one known bug.

Bug side-effects table:[]

If a nano effect results in a bug, roll 3d6 and check on the table below:

Roll Result: Bug Effect:
3 The bug effect becomes contagious through radio and can infect any nano-mage that establishes radio contact with target of the nano effect, who also becomes a carrier. The mage which cast the effect becomes an assymptomatic carrier. Roll once again for the actual effect (ignore results of 3 or 18 in this new roll).
4 Target becomes either blind, or deaf, or mute (roll randomly). This lasts as long as the nano-effect persists.
5 The target becomes unable to eat, drink or sleep (all three). This lasts for 1 day. It goes away on a successful test of HT-3, performed daily.
6 The target starts to rot from within, taking 1d damage that cannot be avoided or healed every day. This effect goes away on a test of HT-3, performed daily. Otherwise, every day the target takes another unhealable 1d damage. After the effect goes away, the damage can be recovered normally. While this effect is active, the target will also feel the pain of the rotting spread through their body.
7 The target immediately loses 3d HP without damage resistance. This only happens once.
8 The target of the effect loses 1d of one of its four attributes (roll randomly). Lost attribute points return as lost HP but only if the target is fully healed, and only after the bug is fixed.
9 The target of the effect loses 2d of its maximum HP. Lost HP pool points return as lost HP would but only if the target is fully healed, and only after the bug is fixed.
10 The target of the effect becomes feverish and weak, like a very strong case of the flu. This grants a -3 penalty to all actions and lasts for 1 day. It goes away on a successful test of HT-3, performed daily.
11 Target loses motor function either of their hands or legs (roll randomly). This lasts 3 hours and goes away on a successful test of HT-3, performed every 3 hours.
12 Target forgets everything that happened on their last day up until that point. This goes away on a successful test of HT-3, performed daily. Until this effect is removed, the target will not remember anything that happens to them from the moment the bug effect started.
13 The actual nano effect becomes exaggerated to the point of being a very strong inconvenience, potentially fatal. This lasts as long as the nano-effect persists or for one day, whichever is worse.
14 The nanos used in the effect are irrevocably destroyed and lost. This only happens once. If this effect becomes contagious, it will drain 1 nano from every nano-mage it comes in contact with, every day until the bug is fixed.
15 The target becomes unable to resist to their mental disadvantages. If they have no mental disadvantages that can be resisted, they gain one at the GM's discretion. This lasts for 1 day. It goes away on a successful test of HT-3, performed daily.
16 Target loses the ability to naturally recover from wounds or diseases.
17 The mage itself (not the target) becomes unable to cast another nano-magic effect until this bug is fixed.
18 The bug effect becomes contagious through the air and can infect anyone that comes into contact with the target of the nano effect, who also becomes a carrier. Roll once again for the actual effect (ignore results of 3 or 18 in this new roll).

Creating new nanos:[]

A mage can increase the number of nanos in his body by simply ordering them to do so with a specific programming known to all mages. In this manner, each nano takes 1 day to produce another. Therefore, a person with HT 10 and 1 nano in their body would need 3 days to completely fill up their HT with nanos.

If a mage loses all nanos, it is assumed that a small handful of thousands of them still remain in the brain, and can be used to replenish the body. In this manner, it takes the reserve 14 days to generate 1 nano.

While creating new nanos, every nano point used in the replication cannot be used for other effects. They are effectively locked out for reproductive purposes.

Going over limit:[]

Nothing prevents a mage from ordering his nanos to increase beyond the safety limit of their HT. When that happens, though, the excess nanos start causing issues to their own body.

Beyond HT up to HT * 1.5 (round up):

Each nano over the HT limit starts interfering with the normal workings of the body, which requires other nanos to stop what they are doing in order to prevent damage. Every nano point over limit prevents 2 other nano points from performing their funcions, effectively locking them out of creating new personal effects. This goes up to the limit of HT * 1.5, at which point all of the mage's nanos are busy keeping each other from causing harm, and therefore provide no benefits.

Over HT * 1.5 (round up):

After this limit, nanos start to impair the mage's body. Each nano over this limit causes a -2 penalty to all HT-related tests. This goes up until the mage has HT * 2 nanos in his body.

Over HT * 2:

After this limit, each nano harms the mage, making them weaker and clumsy. Each nano over HT * 2 reduces either 2 points of ST, or 1 point of DX, up to the point where both DX and ST are 3.

Over ( HT * 2 ) + ( DX - 3 ) + ((ST - 3) / 2) (round up):

Over this limit, each nano point harms the mage for 1 damage point per hour. When the mage reaches 0 hit points because of nano excess, the nanos will prevent further damage by shutting down and disassembling the excess nanos and expelling them through the mage's pores. This takes 1 second per excess nano.

Standby Mode:[]

The nano's default programming is called "Vigor" and each nano is considered to always be active and operational. However, a mage can set nanos in standby mode, allowing them to remain in the body without counting as other, fully active nanos.
Every 3 nanos in standby mode count as 1 nano for the purposes of nano accountability within a mage's body.
The mage can set nanos to standby almost instantly: it takes 1 minute per nano to go into standby. However, the reboot takes longer. Every nano in standby needs 1 hour to go back into activity.

Programming nanos:[]

Nanos have to be programmed to perform their effects. Some effects, like personal effects, can be constantly active, while others require activation. Nevertheless, a nano can only perform one program at a time.

It takes 1 second to reprogram 1 nano. This does NOT include reverting the nanos to their default programming. If the mage wishes to do it, this can be done instantly. This allows them to, in an emergency, revert a number of nanos to default in order to get a bonus on a specific HT check, such as a survival test.

In order to reprogram a nano, the mage has to be able to perform gestures and utter words which will activate one of the effects the mage knows.

1 second per nano is also the time it takes to switch programmings. If a mage has his nanos configured to perform a specific task and wants to shift them to a new one, it will take 1 second per nano for the switch to take place.

Pre-programmed nanos:[]

A way to speed up this process is to pre-program his nanos with a specific setup. Each nano can only hold one pre-program. When a mage wants to shift one or more nanos to their pre-programmed effect, it takes 1 second for all nanos to switch to their pre-program.

Pre-programming nanos is not the same as setting the nanos to default. Setting them to default is an instantaneous action.

Point Cost for being a nano mage:[]

The point cost of the "unusual background" for being a nano mage is 20 points.

Personal Effects:

These effects affect mages themselves and, if desired, are always active. They usually do not consume nanos (exceptions are noted) and the only requirement to use them is to know the specific programming.

Vigor (Max: 10 levels):[]

Each nano can confer +1 to the mage's HT for all purposes EXCEPT increasing fatigue points. This is the default programming for the nanos.

Might (Max: 5 levels):[]

Each 2 nanos can confer +1 to the mage's ST for all purposes EXCEPT increasing hit points.

Grace (Max: 5 levels):[]

Each 4 nanos can confer +1 to the mage's DX.

Wisdom (Only 1 level):[]

8 nanos can confer +1 to the mage's IQ. This effect can only be used for one level.

Energy (Max: HT levels):[]

Each nano can raise the mage's total FPs by 2.

Vitality (Max: ST levels):[]

Each nano can raise the mage's total HPs by 1.

Resistance (Max: 10 levels):[]

Each nano can form a thick layer beneath the mage's skin which grants 1 DR. If they double the cost (2 nanos per DR point) they can have the DR be hardened against damage reductions or divisors.

Allertness (Max: 10 levels):[]

Each nano can raise the mage's total Perception by 1.

Willpower (Max: 20 levels):[]

Each nano can raise the mage's total Willpower by 1.

Nano Resistance (No maximum):[]

The nanos can grant the mage an increased resistance to the imposing effects of other mages. Each nano grants a +2 in his resistance level against imposing effects.

Nano Sight (No maximum):[]

1 nano can allow the mage to alter their optical range in order to see the nano clouds (see below) of other mages. They can not only see the nano clouds, but can sometimes perceive what is the programming they are set to do if they spend a second staring at it and perform a successful check against "Nano Programming". This test has a penalty of 4 if the nano cloud is programmed with an effect that they don't know.

Additional nanos can be spent on this effect, increasing the perception value of the mage. This allows them to see past clouds which have been improved with "Stealth Cloud", if their "Nano Sight" is greater than (not equal) the cloud's "Stealth" value.

Healing (No maximum):[]

The mage can consume 1 nano and restore 1 hit point. The nano point is lost and have to be replicated again. If this effect was programmed in advance, the healing takes 5 seconds per HP point to occur. Otherwise, it takes 1 hour per HP because the programming has to take its own time to occur.

Body Adaptation (per type, only 1 level):[]

The mage can program the nanos to grant themselves any physical or mental advantage that is biological in nature. The conversion rate is 1 nano per each 5 character points. Slightly exotic advantages, like regrowth, are allowed, but totally impossible ones, like unkillable, are not. The list of available advantages are:

360 Degree Vision Improved G-Tolerance Sealed
Absolute Direction Infravision Sensitive Touch
Absolute Timing Injury Tolerance: Unliving Silence
Ambidextgerity Language Talent Single-Minded
Amphibious Less Sleep Slippery
Brachiator Lightning Calculator Social Chameleon
Breath Holding Longevity Speak Underwater
Catfall Metabolism Control Special Rapport
Combat Reflexes Microscopic Vision Subsonic Hearing
Cultural Adaptability Mimicry Subsonic Speech
Dark Vision Modular Abilities (Computer Brain) Super Climbing
Discriminatory Hearing Nictitating Membrane Super Jump
Discriminatory Smell Night Vision Talent (any listed in the book)
Discriminatory Taste Obscure Telecommunication (infrared, laser or radio)
Doesn't Breathe (limitation mandatory) Parabolic Hearing Telescopic Vision
Eidetic Memory Penetrating Vision Temperature Tolerance
Enhanced Time Sense Perfect Balance Terrain Adaptation
Enhanced Tracking Perpheral Vision Ultrahearing
Extended Lifespan Pressure Support Ultrasonic Speech
Filter Lungs Protected Sense Ultravision
Fit Radiation Tolerance Universal Digestion
Flexibility Rapid Healing Unkillable 1
G-Experience Recovery Vacuum Support
Hard to Kill Reduced Consumption Versatile
Hard to Subdue Regeneration: Slow Vibration Sense
High Pain Threshold Regrowth Voice
Hyperspectral Vision Scanning Sense Walk on Liquid

They can also use this effect to supress one of their physical or mental disadvantages.

Each different advantage granted is a different effect that must be learned. However, each effect covers any changes performed within that advantage's scope, which includes any variation of limitations and enhancements.

Internal Radio:[]

This is an example of a very common and useful "Body Adaptation" effect.

The mage reconfigures their internal nanos into an internal antenna and radio transmmiter which can be used to send and receive radio messages. The effect also grants the mages' brain an interpreter with which to understand such radio emmissions.

This is built as "Telecommunication (Radio)", which costs 10 points. The range is 15 km.

This uses 2 nanos. One additional nano increases the range to 750 km, and 2 additional nanos increase it to 30 thousand km. There's not much need to increase the range beyond that.

Skill Slots:[]

Another example of a "Body Adaptation" effect.

The mage can transfer his skills to other nano-mages who have "Internal Radio" and at least some nanos reserved for "Skill Slots". They can also receive skills from other nano-mages via radio.

This is built as "Modular Abilities (Computer Brain, Preparation Required: 1 minute: -20%), level 1", which costs 5 points.

This uses 1 nano and allows the mage to store 1 character point of external skills, languages or mental advantages. Every other nano allows them another slot 1 of character point, or they could combine their skill slots into one. It takes one minute to rearrange the character points, either deleting or downloading new skills. They can transfer any skill, language or mental advantage they know to other nano mages, even if it's not in a skill slot.

Nano mages with a skill slot filled in with a skill they do not themselves know can incorporate this skill in their character sheet as if they were being taught by a master, simply by meditating. The rate is 1 character point gained for 100 hours of meditation, or 1 character point spent for 25 hours of meditation.

Morph Self:[]

The mage may order his nanos to push, pull, strenghten or loosen his cellular connections, thus altering his appearance as much as he like. He can even change his height and bone length, as long as his overall shape remains the same.

This requires the use of 5 nanos and needs 8 hours to complete. Very subtle changes, like changing eye color or skin tone could be done in 1 hour, while a very complex one, like growing tall or short, could take up to 3 days.

The process is extremely excruciating and no sane person could withstand this pain. Therefore, this effect must be used in conjunction with "Body Adaptation: High Pain Threshold", for 2 additional nanos, or an effect that puts the mage unconscious during the process.

This effect cannot alter the mage's genetic code. Thus, although they can change (for instance) skin or eye color, these will revert back to their original form over the course of the next days if not maintained. Structural changes remain. The mage could leave one nano commited to keeping those revertible changes ongoing if there is a need to. This maintenance is not painful like the original morphing.

This power is built as "Shapeshifting, Morph [100] + Very Handsome [16], Cosmetic -50%, Mass Conservation -20%, Retains Shape -20%, Active Change +20%, No need to memorize on a Disguise roll +100%, Cannot Memorize -50%, Preparation Required: 8 hours -60%", for a final cost of 23.2 character points.

With this effect, they can effectively choose whatever appearance bonus (or penalty) they wish.

In order to perfectly mimic another person's appearance, the mage must be successful in a "Disguise" skill at -5. The mage can purchase a special "Hard" technique for the disguise skill, called "Nano-Morphing", which defaults to "Disguise -5" and cannot exceed the base skill level.

External Effects:

These effects take place outside of the mage and also outside of another living being. They affect the environment around them. In order for the nanos to produce these effects, the mage has to cast them out of their body, forming a "nano cloud" around them that answers to their physical commands (the mage must control the cloud through gestures as well as words).

Although the cloud is made of billions of nanobots, they are spread out enough that it is imperceptible to the human eye. A mage's nanos are specifically tailored to their DNA signature, and thus only respond to their own commands. It is not possible for a mage to steal another's nano cloud.

The cloud exits the mage's body through their pores (the nanos are small enough for that), and while the nanos are in cloud mode, they are effectively outside of the mage, so the mage themselves have less nanos in their body. The expelling process takes 1 second per nano. The mage can expell as many nanos as they want.

Although the mage doesn't have to be in contact with the nano cloud for it to perform its effects, they have to be in contact with the cloud in order to retrieve it into their body, and also if they wants to alter the programming or issue new commands.

The cloud can move along with the mage, but it can move at most at 20 m/s.

A nano cloud can only exist under gaseous, liquid or vaccuum environments. It cannot exit or move within solids.

Under normal circumstances, a nano cloud breaks apart and is dissolved after staying 1 day outside of the mage's body.

Usually the cloud remains close to the mage. However, in order to perform specific effects, it can be extended in order to cover a greater area. Every nano can cover at most an area of 4 hexes (20.8 cubic meters, each hex being 2.6 sq. meters, 2m high).

When an effect requires more than one nano level, the nanos must be stacked within each other over the affected area.

Destroying the cloud:[]

Although the cloud is a physical construct, it is so sparse that it is really hard to damage. A nano cloud takes no cutting, impaling or piercing damage (even if it's area damage), and only takes 1/10 of the damage of other, area-type attacks. If an attack is not an area attack, it causes no damage to the cloud.

The cloud contains 10 hit points per nano, and no DR.

Combining Efforts:[]

Two or more mages can combine their efforts and create more powerful nano effects. That can be achieved for external effects and also for imposing effects. The mages must emmit their nano clouds in the same area and one of them, elected as the coordinator, controls the whole joint cloud as long as the others allow. All mages must be in contact with the joined nano cloud for the duration of the effort.

A mage who is not the coordinator CANNOT alter the effect being performed. The only choice they have is to remove their nanos from the cloud or not, but once a coordinator is ellected and control is relinquished to them for this effort, they have complete authority over the cloud.


Stealth Cloud:[]

Nanos can be programmed to reduce the electromagnetic and heat emissions of other nanos, thus making the cloud harder to see by those with the "Nano Sight" effect. Every nano spent on "Stealth Cloud" grants the cloud a stealth value of 1. Characters with "Nano Sight" can only perceive these clouds if their values of "Nano Sight" are greater than the cloud's stealth value.

Erosion Cloud:[]

Possibly the simplest effect that a nano cloud is expected to perform is to simply eat away at anything within its area. Now, the nanobots don't really digest matter, but they do break it apart, turning everything in their path in to powder and ash so thin that it dissolves in the wind.

Anything in the affected area takes 1d damage per turn per nano. Targets who wear armor and are not sealed count their full DR against this damage (though exposed areas suffer more damage than protected ones). Sealed targets take no damage until the armor itself is eaten away.

Any material which contains and provides DR is also weakened, lowering their effective DR over time. Each DR point counts as a "virtual hit point" layer that the nano-cloud eats away. Each DR grants a 10 HP virtual HP to the object. For instance: an object contains DR 2 and HP 30 and is attacked by a nano-cloud yielding 1d damage per turn. At the first turn the cloud yields 6 points of damage. The object's HP takes 4 points of damage, and the object's virtual HP due to DR takes 2 points of damage. On the next turn, the cloud only yields 1 point of damage, which is absorbed by the object's DR. However, even in this case the object takes 1 point of damage to its DR's virtual Hit Points.

An erosion cloud lasts for 10 seconds of continuing damage, and then the nanos lose power. It can remain indefinitely in an area if there is nothing there to be damaged, but as soon as they start causing damage their lifetime starts decreasing. The mage can spread out the rate of damage as they see fit. For instance, a 7 nanos "erosion cloud" could yield 7d damage over 10 turns. It could also yield 1d damage over 70 turns, but it could not yield more than 7d damage per turn in any instance.

Extra nanos could be set to increase the damage lifespan instead of the damage itself. Every nano increases the lifespan of 1d by 10 more turns. If the lifespan is increased 10 times over, it is considered that the erosion cloud becomes self-sustaining and yields its damage indefinitely.

Oppose movement:[]

The cloud is set to interfere with moving objects in a combination of magnetic induction and increased attrition. Every nano causes it to reduce all target's moving speeds by 1 as they move by the covered area. If this would cause the target to lose all movement, he is considered to be immobilized.

This effect also opposes partial movements (like the movement of arms or heads), so physical attacks and any action requiring physical gestures suffer a penalty of -1 per movement reduction. Active defenses suffer a penalty of -1 per 2 movements reduction.

Carry Weight:[]

The nano cloud can be programmed to carry or move objects around. A 1 point cloud can move 1 kg around 1 hex. Larger clouds can carry heavier weights quadratically: a 2 point cloud carries 4 kg, a 3 point cloud carries 8 kg, and so on.

Each nano can move an object up to 4m high. To move an object higher, the mage must stack a nano cloud on top of each other. So, for instance, to move 8 kg at a height of 8m requires a 6 point cloud.

Although the object may appear to hover in the air, it is actually being suspended by the cloud. Therefore, the cloud must be connected to some sort of support that can withstand the carryed weight, like the floor, ceiling or a wall.

This effect can be used to ease falling damage. The target will still fall at full velocity, but when nearing the impact point, the nano cloud will exert a counter-force that diminishes the damage by 10% per nano.

Tenuous Wings:[]

The cloud can coalesce around the mage (or someone else) and form a thin, thansparent pair of wings that can ease a free-fall or even allow the target to fly.

Every nano creates a wing of 1 m at each side. Each meter of wingspang allows a lift of 4 kg. Therefore, lifting an 80 kg human requires 20 nanos.

Even if the lift is not enough to generate flight, it can ease falling damage proportionally. Each nano reduces 10% of falling damage.

In order for a character to actually fly with this effect the mage must not only create the wings, but also flap them. This requires the character to perform a successful "Aerobatics" roll, or a roll of "Acrobatics" at -4. Otherwise, the character isn't properly able to control their wings and may not take off or keep themselves flying. These rolls are not required to prevent falling damage.

Unseen Grasp:[]

The nano cloud can grasp and manipulate objects as if the mage were holding them in their hands. This allows them to drag objects, punch or choke targets at a distance. It also allows them fine manipulation that would otherwise be impossible, like fiddling with a lock mechanism.

The grasp has an effective ST of 10 for the first 3 nanos, plus 1 for each additional nano. Max ST is 30. This effect cannot be performed with less than 3 nanos.

The effect can also grant a bonus on fine-manipulation skills such as lockpicking or traps. Each nano can grant the mage a +1 in these skill levels.

In order to manipulate AND levitate an object, this effect must be combined with "Carry Weight".

This effect also allows the mage to use their brawling skill to fight an opponent at a distance, if the target lies within their nano cloud. Their attacks are invisible, though, and so cannot be normally defended (neither parried, dodged or blocked).

Persist Nano Cloud:[]

The mage can set some of the nanos in their cloud to support other clouds, increasing the time that the target cloud can remain active outside of their body.

Every nano programmed with this effect can sustain a cloud of any size by duplicating its autonomy. Thus, 4 nanos in this effect can let a cloud remain active for 16 days.

If the number of nanos set to this effect equal the number of all other nanos in the cloud, then the cloud can remain active indefinitely. This allows a mage to set nano clouds as permanent traps or warnings in specific locations.

Identify DNA:[]

This effect allows a mage to identify the DNA associated with a nano cloud or a living being. If they know to which mage that DNA belongs to, it allows them to associate a nano cloud to a specific mage.

Using this effect requires one nano to remain active for 1 hour analyzing the cloud or the being.

Transparent Weapon (per type):[]

The mage can coalesce the nanos in the form of a melee weapon or a muscle-powered ranged weapon. Each different weapon type is a different effect.

The weapon is very translucent. It can be touched. It is so light as to be effectively weightless. Nevertheless, it is very rigid and more resistant than steel.

Damage type (crushing, cutting, impaling) is dependent on the created weapon.

  • Swords, knives: Cause sw -1 cut, thr -1 imp for the first 2 nanos.
  • Staves, Maces, staffs: Cause sw +1 cr for the first 2 nanos.
  • Polearms, Javelins: Cause sw -1 cut, thr imp for the first 2 nanos.
  • Throwing weapons: Cause thr imp for the first nano. Note that if the weapons are not picked up later on, the mage actually loses the nanos involved in constructing it. Range is ST * 3, 1/2D is ST. Each additional nano increases range by one time.
  • Bows: Causes thr imp for the first nano. Range is 100, 1/2D is 30. Each additional nano increases range by one time.
  • Arrows, bolts: One nano can be consumed to generate an arrow (or bolt) so thin it causes enemy DR / 2. If these arrows are not picked up later on, the nano used in creating them is lost.

Damage of all weapon types can be increased by adding more nanos:

Nanos: Cut damage: Imp damage: Cr damage:
+1 +1 +1 +1
+2 +2 +1 +2
+3 +2 +2 +3
+4 +3 +2 +4
+5 +4 +3 +5
+6 +4 +3 +6
+7 +5 +4 +7
+8 +6 +4 +8

No more than 8 nanos can be used to improve weapon damage.

Melee Weapons are created with a range of "C,1". To increase this to "1,2", add 2 nanos. Another 3 nanos can increase this to "2,3" (for a total of 5 nanos set to increase range), and no more range increments are possible.

Untrained targets have a hard time defending against these weapons, as they are hard to notice. Most combatants suffer a -1 to active defenses when defending against such a weapon.

Cutting weapons: for 4 additional nanos, they can be made so sharp that targets have DR / 2.

A transparent weapon has a DR of 4 and 10 hit points. This can be improved by +10 hit points per nano.

Reactive Shield:[]

The nanos of the cloud can condense around a target and form a resistant layer that protects it from incoming attacks. This allows the mage to execute blocks without having a shield in hand. They can also block attacks for their allies, if they are within range of the nano cloud.

In order to do so, they must be aware of the incoming attack. This defense is not passive.

The mage must be successful in a block roll of his move + 5.

This effect uses 1 nano, but the mage can infuse it with more nanos and create larger protections, which make it easier for them to block. Each 2 nanos adds +1 to the block roll.

Using this effect grants the mage a -2 penalty in successive blocks that occur on the same turn, instead of the usual -4.

Spatial Beacon:[]

This effect allows the mage to set an hex as a spatial beacon, which grants him the ability to perform other specific effects at a distance in this area. They have to commit their nanos to that hex, and therefore this effect is mostly used in conjunction with "Persist Nano Cloud" in order to make the beacon permanent.

Only one nano is required to create a spatial beacon, but the mage may opt to spend more nanos and thus create larger beacons.

At any moment the mage may get a sense of direction and distance to some or all of their previsouly established beacons.


The mage is able to project their image and some or all of their sensorial perceptions to another point in space where they established a spatial beacon. This requires them to use 1 nano inside of their body to suppress their normal perceptions. The image that appears in the beacon is a construct made of nanobots, and therefore does have some sort of substance (even if it is very faint).

The mage may opt to suppress one or more end-point manifestations. They could, for instance, forgo the visual "illusion" and only project their senses to the target beacon. Manifestations that can be switched on or off are:

  • The image of their body.
  • Ability to speak.
  • Sense of sight.
  • Sense of smell.
  • Sense of touch.
  • Sense of hearing.
  • Sense of taste.

Telepresence is also extremely useful because it allows the mage to issue commands to the spatial beacon itself. They could, for instance, use telepresence to order the spatial beacon to move to another area and follow it up with their sense of sight.

Telepresence requires the use of 1 nano (plus the beacon, plus the nano within the mage's body).

Radio Communication:[]

With this effect, the mage can configure the nanos to behave like a radio transmitter / receptor. With that, they can talk and transfer information to and from other configured receptors.

He can communicate with:

  • Other mages that have this effect active.
  • Other radio communicators that were setup.
  • Living targets that have a nano lock with the mage.

Base distance is 1 km. This doubles for every additional nano.

If the target of the communication is an individual with a nano lock, they will listen to the communication as if it were an actual sound arriving in their ears, and the mage will be able to hear anything the target says in return.

Cloud Trigger:[]

This meta-effect allows a nano cloud to respond to specific events. The mage could setup a searing plasma to strike whoever tries to enter a certain place, or a radio communication to trigger whenever someone says something.

They can associate any condition they want, no matter how complex, as long as it can be fulfilled with physical, perceptive actions. For instance, they could setup a condition to trigger whenever someone in the area stops moving for over 2 minutes, but they could not setup a condition to trigger whenever someone goes to sleep, because the cloud cannot tell when someone is asleep or simply lying still. They could not setup conditions like "whenever someone thinks of the number five", because the cloud cannot perceive thoughts, or even "whenever someone dies", because the cloud cannot tell when someone is actually dead (at least, not at the instant of death).

A cloud can also not perceive specific individuals. A cloud cannot be triggered "whenever Bob enters the area", but it could be triggered "whenever a red-haired male human over 1.78 m high and around 70 kg of weight enters the area." However, if the cloud is associated with the "Identify DNA" effect, then it could be triggered (or not triggered) for specific individuals whose DNA signature is known.

Establishing cloud triggers require no nanos.


The mage can order their nanos to cover a surface in order to make it either as slippery or as adherent as they'd like. They could use this to climb up walls, or to cause others to trip and fall.

The nanos take one second to cover to the surface, so the maximum speed at which they can move while climbing walls is 20 m/s, however, if they were to pre-prepare the surface, the mage could potentially move as fast as he could without losing contact.

The surface can even be made so adherent as to allow them to walk on ceilings.

If used to make a surface slippery, anyone standing over it would have to make a DX - 2 roll every turn to avoid falling. Additional nanos can be used to increase this penalty by -4 per nano (up to -10).

Nano Warfare:[]

This effect causes the mage to create an area in which other nano effects cannot take place unless they specifically overcome this shield.

Any nano effect from other mages that attempt to take place in the protected area must have a "nano warfare" value that equals or overcomes the defending nano warfare. Otherwise, the shield will effectively consume the incoming effect and destroy ALL those nanos(!). In the case of a tie, all nanos used in both attack and defense will be consumed in the process (they destroy each other).

The mage may specify any mage's effects from being excluded to this effect as long as they know their DNA signature.

When attacking with this effect, the mage may specify if the nano attack will target any nano or only shielding ones.

A nano warfare shield can, also, defend against imposing effects that targets beings within the protected area.

Generic Area Effects:[]

Any area effect power can be configured as a nano-magic if it can be plausibly explained with technology. The GM is the final arbiter in these situations.

Each different power, with different configurations of enhancements or limitations, must be learned as a different technique.

The cost of the effect in nanos equals 1/10th of the final advantage cost, round up.

When assembling the power do not add limitations which impose fatigue or HP cost, and do not add enhancements or limitations to the power's duration. These are already covered in the basic rules. Also, only purchase the "Area Effect" enhancement once.


Inside a target area, a soft glow envelops all objects allowing everyone to see in total darkness. Built as "Dark Vision [25], Area Effect +50%, for a final cost of 37.5 character points. This effect costs 4 nanos per hex."
Underwater, the mage can create a area of nanobots which continuously electrolyze the water creating a bubble of breathable air. Built as "Doesn't Breathe [20], Gills -50%, Area Effect +50%, for a final cost of 20 character points. This effect costs 2 nanos per hex."
The nanos agitate every surface in an area, causing flammable objects to burst into flames. Built as "Create (Fire) [10]". This effect costs 1 nano per hex.

Attack Effects:[]

Effects which cause direct damage are built based on the rules for "Generic Area Effects", but with the "Innate Attack" advantage as base. The effect must be at least passably explainable through technology, so a fireball is not allowed, but a microwave beam is.

The mage must roll for attack, but the attack roll is decided as a roll of a "Nano Programming" hard technique called "Attack Strike". This technique defaults to "Nano Programming" -5 and cannot exceed the base skill value of "Nano Programming".

Targets of nano-magic attacks are able to parry, dodge or block these attacks normally, unless the attack itself is purchased with some modifier to these defenses.

As per the innate attack, the base attack is a ranged attack with 1/2D 10, Max 100, Acc 3, RoF 1, Shots N/A, and Recoil 1.

When assembling the power do not add limitations which impose fatigue or HP cost, and do not add enhancements or limitations to the power's duration. However, the mage may opt to have the attack consume nanos as payload. This is a limitation called "Consumes Nanos" worth -20%.

Some attacks may ignore parry, block or dodges, but no attack can ignore all three.

Some attacks may impose an armor divisor, but no attack can ignore all DR on all instances.


The mage shoots out a searing plasma that deals burning damage, ignores half DR and explodes upon impact. Built as "Innate Attack (burning) [5], Armor Divisor (2) (+50%), Explosive (+50%)". Final cost: 10 character points per die of damage. This effect costs 1 nano per die of damage.
The mage sends a powerful sonic boom which strikes all targets in a 2 m radius around the affected hex. Built as "Innate Attack (crushing) [5], Aura (+80%), Melee Attack (-30%), Area Effect (2 hexes) (+50%), Cannot Block (+100%)". Final cost: 20 character points per die of damage. This effect costs 2 nano per die of damage.
The mage shoots a microwave beam which accelerates water within the target and also causes a lightning to jump from the affected hex into the target. Built as "Innate Attack (burning) [5], Instantaneous (+20%), Increased Range (x50) (+50%), Ignores Metallic DR: Armor Divisor (infinite) (+300%), Only for Metal (-100%)". Final cost: 18.5 character points per die of damage. This effect costs 2 nanos per die of damage.
The mage accelerates metallic objects through a magnetic conduit made by nanos. One nano is spent at every attack due to being used as payload. Built as "Innate Attack (huge piercing) [8], Instantaneous (+20%), Increased Range (x50) (+50%), Ignores DR: Armor Divisor (10) (+200%), Consumes Nanos (-20%)". Final cost: 28 character points per die of damage. This effect costs 3 nanos per die of damage.

Imposing Effects:

These are effects that take place inside of other living beings. An imposing effect is a direct alteration of the target's body. To this end, the mage has to transfer their nanos into the target, which usually takes 1 second per nano.

An imposing effect can be accomplished through direct physical contact (skin to skin) or through a nano cloud (the mage emmits a nano cloud which then enters the target). If performed through a nano cloud, then the cloud actually has to travel (at its speed of 20 m/s) up to the target and may be affected by effects such as "nano warfare". However, the mage has to emmit all of the cloud first, and then move it, which takes double time that of a direct contact, where the nanos simply jump into the target body.

Every target resists all imposing effects wether they will it or not, even healing, because an imposing effect is always an interference with a natural bodily process. To this end, targets have a "resistance" value which equals the best of his HT-10 or ST-10 (without accounting for nano alterations). In order for an effect to occur, it must have a number of nanos set for the "artificial membraning" effect which are greater than the target resistance.

A target's body will expell foreign nanos through sweat and breath as fast as possible, at the rate of 1 nano per hour.

Any "personal" effect can be used as an imposing effect, with the added bonus that effects which provide a boost can also be used to diminish the specific attribute, with the same maximums as the boost. This is not a separate effect, but an added option to those personal effects that are already known.

A nano mage can also use imposing effects they know in themselves... if they so wish it.

Artificial Membraning:[]

The mage can set their nanos to emulate the natural membrane of the target's cells, thus making them harder to be affected by the target's resistance. Every level of "artificial membraning" overcomes 1 level of resistance.

Every level of artificial membraning also protects one nano from being expelled by the target, thus allowing for an imposing effect to occur permanently if the "artificial membraning" levels equal or exceed the levels of the effect being performed plus the target's resistance.


The mage can set nanos to eat at the target's body from within. This causes 1d damage to the target per nano. This damage is not resisted by DR.

Corroding a target is a very violent process which also damages the nanos. Thus, each 1d damage also consumes 1 nano used in this effect.


The mage can cause pain to a target. This can be generalized or focalized pain as they see fit. The target suffers -1 to all actions per nano level, up to a maximum of -10.

Pain above -5 is excruciating and traumatizing. Pain above -8 requires the target to roll against HT. In a failure, they pass out. A -10 pain is the limit a human body can withstand.

Characters with "high pain threshold" halve these penalties. Characters with "low pain threshold" double them. -10 is still the maximum for both cases.

Nano Implant[]

This effect allows a mage to implant nanos on the target which can reconfigure themselves in the new target's DNA, effectively becoming the target's nanos.

If performed in a person who is not a nano-mage, this effect creates a new nano-mage. If performed on a person who is already a nano-mage, this effect allows the one mage to transfer their nanos to the other.

The cost for creating a new mage is 30 nanos, which are consumed in creating 1 nano in the target body.

There is always an unpredictable chance for the target to reject the given nanos if they are not, themselves, nano-mages. In game-terms, what happens is that if the target character isn't able to pay the 20 points for becoming a nano-mage, the implant fails in one day and all used nanos are lost.

The cost for transfering nanos between mages is 1 : 1.

Nano Purge:[]

Through this effect a mage can destroy another's nanos. Every nano set to this effect destroys one nano of the target mage's body as it is also consumed. If all of a mage's nanos are destroyed, it is assumed that a few thousands still remain within the target's brain. To purge even these nanos, and remove nano magic from the target, 5 extra nanos must be spent.

Nano Lock:[]

This effect puts a "lock" on a target. A lock is a radio beacon that a mage can use to know the target's position related to them at any given time. It also works as a "spatial beacon" but instead of being locked to a place, it's locked to a living being.

The lock requires one nano, and is usually set by also spending two nanos for the "Artificial Membraning" effect that causes it to last indefinitely.

Narcoleptic Induction:[]

This effect puts a target to sleep. While the nanos are within the target body, he or she will not wake up. This works in any living being which actually requires sleep.

Because nanos usually only last an hour on a target body, this effect causes the target to go to sleep for one hour and afterwards wake up normally in their own time. However, if this effect is extended with "Artificial Membraning", it can put the target in a coma that lasts indefinitely.

Sensory Deprivation (per type):[]

Each variant of this effect allows the mage to deprive the target of one of their senses, or part of their senses. They could make the target blind, but could likewise make them simply color-blind. They could make the target deaf, but could also just make them deaf to low sounds.

This requires 2 nanos for sight and hearing, one for touch, smell or taste.


The mage can set these nanos to interfere with the target's immediate perception in order to have them not notice what's going on around them. The mage can suppress a specific detail from the target's perceptions, the size of which depends on the amount of nanos used:

1 nano: the target misses little things like small objects or quick sounds.
2 nanos: the target misses relevant things like (most) weapons, an entire sentence, a treasure chest, etc.
3 nanos: the target misses human-sized things like a person passing right in front of them or talking directly at them.
4 nanos: the target misses unmissable elements like a house on fire or an earthquake going on around them.
5 nanos: the target misses everything. They go into a daydreaming torpor in which they completely shut down for a moment.

This effect lasts for 10 seconds and consumes 1 nano for each 10 seconds afterwards. If the desired effect only has to last less than or 10 seconds, all nanos can be retrieved safely. Additional nanos can be set to this effect to make it last longer.

Generic Imposing Effects:[]

Any targettable effect power can be configured as a nano-magic if it can be plausibly explained with technology. The GM is the final arbiter in these situations.

Each different power, with different configurations of enhancements or limitations, must be learned as a different technique.

The cost of the effect in nanos equals 1/10th of the final advantage cost, round up.

When assembling the power do not add limitations which impose fatigue or HP cost, and do not add enhancements or limitations to the power's duration or range. These are already covered in the basic rules.


The target of this effect is paralyzed for its duration. Built as "Affliction [10], Paralysis +150%, for a final cost of 25. This effect requires 3 nanos."
The target of this effect flees from combat. Built as "Cowardice [-10], Self Control of 0 (x3), final cost of -30. This effect requires 3 nanos.

New Advantages:

Nano Tolerance [1, 3, 6, 10, 15 points]:[]

This advantage increases the mage's effective HT level when it comes to nano tolerance. The cost is incremental: each level has a point cost that equals its own value. Thus: level 1 costs 1 cp. Level 2 costs 2 cps over level one, for a total of 3. Level 3 costs 3 cps over level 2, for a total of 6, and so on.

There is no maximum limit to this advantage. The extra weight of the nanos is negligible.

Extra Nano Preprogram [15 points per level][]

Each level of this advantage allows a nano to hold one extra pre-programming, allowing the mage one extra option of setup to shift into in a single second.

Nano Reprogram Speedup [15 points][]

This allows a mage to reprogram their nanos at faster speeds. It usually takes one second per nano to reprogram the nanos. With this advantage, it takes one second per each 2 nanos to reprogram them. This advantage has no levels.

Fast Clouding [15 points][]

This advantage allows a mage to spew out their nanos more quickly. Usually, nanos are expelled at the rate of one nano per second. With this advantage, they are expelled at the rate of 2 per second. This advantage has no levels.

Nano Intolerance [10 points][]

This character is intolerant to nanobots. He or she can never become a nano mage, but likewise they are far more resistant to imposing effects of nano magic. They get a +10 boost to their resistance and every HT or ST point over 10 grants them +2 resistance instead of the usual +1.