I'm putting together a character for a new campaign, and considering making a nanotech specialist. And I'm having a little trouble figuring out what skills are most appropriate to specific tasks.
Basically, what skills are used to *make* nanobots from scratch? Is it a matter of the physical building (e.g. Hardware: Electronics, or maybe Hardware: Nanotech?), or is that just a given, and the important part is Programming (should there be a Nanotech Programming specialization?)
Thanks for any suggestions or info. Obviously, I can make my GM come up with rules for it, but he's got enough stress. ;)
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Nanotech skills
Tue, 2009-09-15 14:13
#1
Nanotech skills
You'd probably construct them with a nanobot maker (not exact name, listed in gear part of the book) and programming to task the little buggers with different things. If you want to make nanobots by "hand" you'd probably need hardware: electronics, hardware: nanotech, programming, academics: nanotech, profession: nanotech engineerer. And depending on what job you are programming them for you might need special skills/knowledges about that particular subject. Oh, and you'd need appropriate tools ofcourse.
This is how I would rule as a GM atleast.
You need a General Hive (20,000) pg 328. Those are "capable of producing any conceivable type of nanobot."
Skills wise I recommend Programing (Nanoswarm) pg 329, and Profession [Nano-design].
Hmmm... I'll have to re-work one of my NPCs and repost it.
The book also lists Academics: Nanotech as an example skill. This likely applies to theoretical applications more than the hands-on use of nanotech, but it can be useful for related skill bonuses and for understanding some of the wierd shit the TITANs left behind.