lifespan nano Pleague going off planet

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demos606
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Unread post by demos606 »

Given the fact that they dont replicate, the answer isnt forever. Hoever, given what little info we have about them and what inferences can be made based on modern tech, it could very easily take far longer than the human lifespan to cleanse a body. At the very least, I'd say it takes years (probly a decade or more) to cleanse a human after rifting out of Splicers. It takes a lot less time for any biotect they might bring with them to stop functioning (months at best, more often weeks).
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You forgot to mention spells/psionics have half their normal effects for double the cost and meditation is at a third of normal speed(half for psychics). Magical and psychicly endowed beings are well advised to just stay away from the Splicers reality. Also, no ley lines, nexi, places of power or anything else to provide extra mystic potency. Something with anti-tech inate powers though......


As for your idea about the Free Quebec factory idea, p13 of Splicers might be of particular interest.
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Unread post by The Baron of chaos »

On this particular topic: Does this apply also to Mutat Animal Psionic? They don't need ISP to work and does not sdeem to be affected by Lay Lines too so I think they will work normally into the Megaversal "hole" that is Splicer Planet( limit this to the planet, the universe is big and each universe does have its black holes)
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Unread post by Jefffar »

We aren't really ever told the lifespan of the nannites or if they can replicate themselves.

Considering that no atter how many people are born, they all have the nannites within them, I would say the nanites are self replicating.

Which means, theoreticalyl, if someone from the Splicers world stayed on Rifts Earth long enough, some of the nannites would replicate and becoem native to Rifts Earth. Those nanites would also replicate and so on, eventually spreading like a disease through the entire planet.

The CS would be so screwed . . .
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Unread post by demos606 »

Page 13 Jeffar, the whole Crossing Dimensions section deals with how the nanites can't replicate and how to deal with them in an environment other than Splicers.
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Oh sure, go and ruin my fun . . . *pout*
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Thats ok, I'll make up for it :) While it's noted that the Splicers world isn't a rift hotspot like Rifts Earth, it is possible to rift in and out. What happens if a rift out becomes permanent? Perhaps a rift that say a stream runs into and the fish in the stream can swim thru...
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Unread post by Jefffar »

That's more like it. :demon:
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Notice I said 1 way rift in my scenario, good luck knowing where the problem started. I see my scenario more as a way to completely destabilize any region it happens in than anything else because everyone will suspect everyone else of being responsible while (rightly) denying responsibility themselves. Ultimately you get the entire region embroiled in mass warfare as they all try to eliminate their favorite enemies then turn on their allies when the problem doesn't go away.
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Unread post by Zer0 Kay »

Anyone consider that the nanites have a low power capacity and recharge by using broadcast power?

As for all the can't do those psionics stuff.

Care to explain why a non-ISP/PPE psionic power wouldn't be able to function? The books don't say anything about it. Most often it isn't really a psionic power but simply akin to a dogs ability to sense an approaching storm or earthquake. You saying that wouldn't work is like saying the super ability of flight wouldn't work because it's kind of like levitation but doesn't require ISP. Think of it this way all TMNT/ATB mutants use the same system to build as does Splicers if a mutants "psionic" powers don't work neither would the bio-radar that the HA have.

The Nightbane with Lightning Rider, Program Computer and A.I. skills doesn't need that much time. Remember it moves at the speed of light.
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Unread post by Jefffar »

Zer0 Kay wrote:Anyone consider that the nanites have a low power capacity and recharge by using broadcast power?


Interesting.

But if i was the machine I'd have them recharge off the victim's own bio-electrical energy.
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Unread post by Zer0 Kay »

Jefffar wrote:
Zer0 Kay wrote:Anyone consider that the nanites have a low power capacity and recharge by using broadcast power?


Interesting.

But if i was the machine I'd have them recharge off the victim's own bio-electrical energy.


The nanites are even new to the machine I doubt they'd be able to place a converter in them capable of doing that... then again it is for flavor and since when do things in game have to be logical.
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Zer0 Kay wrote:Care to explain why a non-ISP/PPE psionic power wouldn't be able to function? The books don't say anything about it. Most often it isn't really a psionic power but simply akin to a dogs ability to sense an approaching storm or earthquake. You saying that wouldn't work is like saying the super ability of flight wouldn't work because it's kind of like levitation but doesn't require ISP. Think of it this way all TMNT/ATB mutants use the same system to build as does Splicers if a mutants "psionic" powers don't work neither would the bio-radar that the HA have.

The Nightbane with Lightning Rider, Program Computer and A.I. skills doesn't need that much time. Remember it moves at the speed of light.


Costless doesnt mitigate working at half effect for half the duration. Psi powers would work within the confines of the description given on p167 for anyone(thing) rifted in from outside. A Nightbane would probly be more interested in getting off the world than in destroying anything though.
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demos606 wrote:
Zer0 Kay wrote:Care to explain why a non-ISP/PPE psionic power wouldn't be able to function? The books don't say anything about it. Most often it isn't really a psionic power but simply akin to a dogs ability to sense an approaching storm or earthquake. You saying that wouldn't work is like saying the super ability of flight wouldn't work because it's kind of like levitation but doesn't require ISP. Think of it this way all TMNT/ATB mutants use the same system to build as does Splicers if a mutants "psionic" powers don't work neither would the bio-radar that the HA have.

The Nightbane with Lightning Rider, Program Computer and A.I. skills doesn't need that much time. Remember it moves at the speed of light.


Costless doesnt mitigate working at half effect for half the duration. Psi powers would work within the confines of the description given on p167 for anyone(thing) rifted in from outside. A Nightbane would probly be more interested in getting off the world than in destroying anything though.


OK first the powers granted to animals for a mutated natural ability are LIKE not exactly a psi power. A dog will always have a superior sense of smell. A cat will be able to keep it's ballance. A dolphin will have sonar. All psionic LIKE abilities that would cost them nothing. The book simply uses the psionic powers to give animals the abilities they naturally have... or seem to.

A Nightbane would probably try to get out of Splicers EXPECIALLY since in Splicers Nightbane should remain SDC as should dragons and any other supernatural creatures as it is supposed to be the high PPE of Rifts that makes them MDC. However learning that their search is futile what better way to make their life easier than to eliminate the freaking machine the easiest way it knows how. Reprogram it, and do that the easiest way they know how. From the inside.
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Unread post by demos606 »

For animals, an enhanced version of what they can do anyway (dogs sense of smell, cats balance) I wouldnt treat as a psi power anyway. No matter how freakishly strong the ability is, it's still a natural ability. For stuff like danger sense/precognition, probly limited to the ability to feel impending natural events as thats wired into their basic physiology.

The rest of the Mutant Animal and Supoer Powers (not allow in my games so a nonissue for me) it would be a case by case basis. Most likely however, the majority of Super Powers would work unaltered since they're neither psionic nor magical in nature and should be treated as natural abilities.
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Unread post by Zer0 Kay »

demos606 wrote:For animals, an enhanced version of what they can do anyway (dogs sense of smell, cats balance) I wouldnt treat as a psi power anyway. No matter how freakishly strong the ability is, it's still a natural ability. For stuff like danger sense/precognition, probly limited to the ability to feel impending natural events as thats wired into their basic physiology.

The rest of the Mutant Animal and Supoer Powers (not allow in my games so a nonissue for me) it would be a case by case basis. Most likely however, the majority of Super Powers would work unaltered since they're neither psionic nor magical in nature and should be treated as natural abilities.


I'd still give the dogs and cats sixth sense because of their heightened hearing and the cats vibration sense and the dogs superior olfactory capabilities combine to allow them to tell when something is in the area. Also animals are more empathic than humans... at least domestic pets are.
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Unread post by The Baron of chaos »

I agree wiht Zero Kay.
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