Holistic Nanomedicine

The use of nanotechnology in medicine offers almost limitless possibilities. In a less advanced society, some of the applications of nanomedicine might even be misinterpreted as magic. Science has taken the techniques involved in the application nanites to the limits of the imagination.

Nanotechnology in medicine involves the application of both nanocolonies and nanoparticles to make repairs to biological systems at the cellular and subcellular level. Nanites have been designed in a way that allows them to work like antibodies capable of assisting with and boosting our natural healing processes. Nanomedicines have been programmed to repair diseased cells, hunt and kill bacteria, remove toxins, eliminate damage from radiation, deliver pharma, and assist in the implantation of character augmentations.

Unlike most other nanotech, the holistic nanomedicine which follows relies on the nanite working in a controlled or contained environment. The procedures are too invasive to deliver by mere injection. The devices which follow might even be perceived as fringe science or weird science. Some devices might be banned all together depending on a societies ethical views or acceptance of nanotechnology.


Table: Nanomedicine

Name Level Access Level1 Price Price Per Use Bulk Cap. Usage Source
Healing chamber, tier 1 4 1 4,000 200 100 1 1 SH:GA:NE
Healing chamber, tier 2 9 6 36,000 1,200 100 1 1 SH:GA:NE
Healing chamber, tier 3 16 11 160,000 6,400 100 1 1 SH:GA:NE
Resurrection chamber, copper 16 12 374,000 41,500 250 1 1 SH:GA:NE
Mnemonic transfer pod 18 See below 325,000 70,000/35,000 200 1 1 SH:GA:NE
Resurrection chamber, silver 18 14 824,000 91,550 250 1 1 SH:GA:NE
Resurrection chamber, gold 20 16 2,000,000 264,000 250 1 1 SH:GA:NE

1: Character’s will gain access to this item before it is available for purchase. They can pay the “price per use” at a facility hosting one of these holistic medicine devices.


List of Nanomedicines

Healing Chamber

The healing chamber was one of the first standardized applications of nanomedicine. These chambers started out in only the most prestigious medical institutions but over the course of only a few generations they have found their way into general practice medical facilities in poorest of communities. It’s not uncommon for a starship to have one in their medical bay. Healing chambers use nanites and a green translucent nutrient bath to heal injuries and afflictions. Healing chambers are typically large tube like structures in which the subject is completely immersed.

Tier 1 Healing Chamber

After an hour of immersion, the healing chamber completely restores a subject’s Stamina Points and ends any and all of the following adverse conditions affecting the subject: blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, nauseated, poisoned, sickened, and stunned. Inside the healing chamber the nanites accelerate and enhance the body’s natural cellular repair rates. The subject heals 1 Hit Point of damage every 10 minutes, or 6 Hit Points an hour, and continues to heal Hit Points as long as the subject remains in the healing chamber.

While in the healing chamber, the subject is placed under twilight anesthesia to induce anxiolysis (anxiety relief), and anterograde amnesia (inability to form new memories). The subject is not unconscious but sedated and able to follow simple instructions and is responsive. If the subject is attacked or brought out of the chamber before the process has completed they will gain the staggered and confused condition for 2d6 minutes until the twilight anesthesia wears off.

The tier 1 does not allow the subject to regenerate lost limbs or organs and does not restore negative levels.

Tier 2 Healing Chamber

The tier 2 healing chamber functions like the tier 1 healing chamber except it ends additional conditions and heals Hit Point damage at a faster rate. After an hour of immersion, the healing chamber completely restores a subject’s Stamina Points, temporary negative levels, and ends any and all of the following adverse conditions affecting the target: ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, poisoned, sickened, and stunned. The subject heals 2 Hit Points of damage every 10 minutes or 12 Hit Points an hour and the nanites continue to restore Hit Points as long as the subject remains in the healing chamber. The healing chamber also restores one permanent negative level per week of continuous immersion.

The tier 2 does not allow the subject to regenerate lost limbs or organs.

Tier 3 Healing Chamber

The tier 3 healing chamber functions like the tier 2 healing chamber except it heals Hit Point damage and negative levels at much faster rates than other healing chambers. This healing chamber also allows the subject to regenerate lost limbs and organs. The subject heals 4 Hit Points of damage every 10 minutes or 32 Hit Points an hour and the nanites continue to restore Hit Points as long as the subject remains in the healing chamber. The healing chamber also restores one permanent negative level per 48 hours of continuous immersion. The regenerative properties of the specialized nanites in the tier 3 healing chamber restore a subject’s severed body members (fingers, toes, hands, feet, arms, legs, tails, or even heads of multi-headed subject), broken bones, and ruined organs. The healing chamber take 2d6 hours to regrow a severed body member.

Mnemonic Transfer Pod

Process Level Price
Clone 14 70,000
Trade 16 70,000
Coexistence 16 70,000
Remove Coexistence 18 70,000
Upload to AI 11 35,000

These highly specialized nanites allow the subject’s memories, ideologies, and behavior (“identity”) to be transferred to another host. This technology was originally developed to transfer one’s consciousness or soul to a clone, but it has also been used in a more nefarious way. Complete mnemonic transfer can allow two subjects to trade identities, essentially trading bodies, or it can be used to allow more than one identity to occupy the same body. During mnemonic transfer, the subject or subjects are typically restrained due to seizure-like muscle spasms induced by the mnemonic transfer. Nanites are injected directly into the brain, usually through the eye socket in humans and mammals, but can vary by species. The nanites spread throughout the brain and begin recording the chemical and electrical markers which make up a subject’s identity.

Performing a mnemonic transfer requires a medical professional with Medicine and Life Science skills equal to the procedure being performed and a medical lab. Any who is unwilling to undergo mnemonic transfer is entitled to a Will save (DC 25), to fight off the nanites and prevent the mnemonic transfer. It cannot be attempted again for 24 hours due to the elevated chemical levels and electrical activity which prevent the nanites from properly recording the subject’s identity.

If the mnemonic transfer is interrupted the subject or subjects become insane (permanent confusion condition). The insanity can be repaired by restarting the mnemonic transfer and allowing it to complete, or using it to reverse the partial identity transfer which has already occurred. A tier 3 healing chamber will remove insanity and restore a subject original identity.

Clone

When a subject’s identity is transferred to a clone, the nanites in the subjects old body perform the mnemonic transfer by recording their identity and transmitting the recordings directly to a colony of paired nanites in the clone’s mind. The transmissions are transmitted over an encrypted frequency. It takes 1 hour per character level of the subject to transfer an identity to a clone. When the process completes the original subject’s body dies.

Unlike other forms of mnemonic transfer, if a mnemonic transfer is interrupted while the subject’s identity is being transferred to a clone the subject does not go insane. The subject retains all their memories and the clone never activates. The mnemonic transfer does not include the price of the clone.

Trade

Mnemonic transfer between two subjects and exchanging identities is more complicated than transferring an identity to a clone. Due to the complexity of identities and brain mapping, the subjects must belong to the same species or race. During mnemonic transfer, nanites in both subjects simultaneously record their subject’s identity, transfer their identity to the other subject and substitutes the new identity over the existing identity erasing it in the process. It takes 1 hour per character level of both subject’s combined to complete an identity trade.

Coexistence

Only the most deranged or desperate individuals would use mnemonic transfer to coexist identities with another subject. The process for coexistence is identical to trading identities except the nanites “make room” in the second subjects mind to receive the first subject’s identity. An unwilling subject is still entitled to a saving throw and interrupting the mnemonic transfer still has potentially fatal results.

When two identities share the same host body the identity with the largest ego runs the show. The ego of each identity is determined by adding together each identities character level plus INT, WIS, and CHA modifiers (ego = character level + INT modifier + Wisdom modifier + Charisma modifier). The identity with the higher ego is known as the superior ego, while the identity of the lower ego is known as the inferior ego. The inferior ego may attempt to wrestle control of the host by making an opposed ego check. (Ego check is a d20 + ego score vs opponent’s d20 + ego score). In some rare cases the superior ego allows the inferior ego to run day to day operations of the host, but may also force an opposed ego check to take control of a situation. The host only has access to the class ability’s available to the identity with the controlling ego.

Remove Coexistence

Splitting coexistent identities is the most difficult processes faced by anyone performing a mnemonic transfer. It is the only type of mnemonic transfer which requires a Medicine skill check by the medical professional performing the operation.

Splitting the personalities requires a Medicine skill check (DC = superior ego’s character level + the inferior ego’s character level). if the check is successful, one of the identities can be moved to a clone, uploaded and converted to a computer AI, or erased.

Upload To Ai

The final use for mnemonic transfer is uploading a subject’s identity to a computer and converting it into an AI.

This is an irreversible process. Once an identity has been converted to an AI it is impossible to map the identity back to a biological format. It takes 1 hour per character level of both subjects combined to complete an identity trade. Any AI created though mnemonic transfer follows any existing rules already in play for a singularity. Subject’s may continue to gain character levels through experience, but otherwise gain the construct (technology) type. The AI can remain in a properly tiered computer, travel the Cortex, or be uploaded to a drone or robot.

A subject’s identity cannot be uploaded to a computer for storage without being converted to an AI. The storage capacity required to store an identity in its biological format is simply too large.

Resurrection Chamber

The resurrection chamber is the most advanced application of nanotechnology. The chamber is designed to revive a deceased subject and reunite their corporeal body with their immortal soul. The chamber is typically a sarcophagus like structure consisting of alloys of noble metals and star metals. These expensive metals are key to containing potentially lethal radiation required to stimulate cell growth and resist the corrosiveness of the nutrient bath used during the resurrection process. The nanites are released into the chamber with the nutrient bath, allowing them immediate access to the building blocks of life. Due to the complexity of the resurrection tasks, the nanites are controlled remotely by a specialized tier 10 computer. Resurrecting a subject takes 1 hour per level or hit dice of the subject.

Resurrection chambers are extremely rare and access to a resurrection chamber normally requires membership to an organization which can afford to maintain and defend its resurrection chamber. In addition to purchase price, every resurrection chamber has a per use cost associated with the nanites and nutrient bath which are consumed by the resurrection process.

Copper Resurrection Chamber

The copper resurrection chamber can restore life to a subject that has been dead no longer than 10 days. On rare occasions the body is fully repaired but never regains consciousness. Mystics have theorized that the subject’s soul must be free and willing to return.

Coming back from the dead is an ordeal. The subject brought back by the copper resurrection chamber gains two permanent negative levels when it is raised, just as if it had been hit by an energy-draining creature. If the subject is 1st level, it takes 2 points of Constitution drain instead (if this would reduce its Con to 0 or less, it can’t be raised from death).

A raised subject has a number of hit points equal to its current HD and does not regain any Stamina Points. Any ability scores damaged to 0 are raised to 1. Normal poison and normal disease are cured in the process of raising the subject. (If your campaign includes magic or psionics, diseases and curses of this nature are not undone.) While the chamber closes mortal wounds and repairs lethal damage of most kinds, the body of the subject to be raised must be whole. Otherwise, missing parts are still missing when the subject is brought back to life. (If your campaign includes magic or psionics the raised subject returns with no spells or powers available.)

This chamber only works on creatures which can be identified by the Life Science skill.

Silver Resurrection Chamber

The silver resurrection chamber functions like a copper resurrection chamber, except that you are able to restore life and complete strength to any deceased creature.

The condition of the remains is not a factor. So long as some small portion of the subject’s body still exists, it can be resurrected, but the portion entering the resurrection chamber must have been part of the subject’s body at the time of death. (The remains of a subject must contain viable cells for the process to work. A subject who suffered death by disintegration would not be eligible for resurrection.)

The subject can have been dead no longer than 10 weeks. Upon completion, the subject is immediately restored to full Stamina Points, Hit Points, vigor, and health. (If your campaign includes magic or psionics the subject will return with no loss of prepared spells or powers.) The subject of the resurrection gains one permanent negative level when it is raised, just as if it had been hit by an energy-draining creature. If the subject is 1st level, it takes 2 points of Constitution drain instead (if this would reduce its Con to 0 or less, it can’t be resurrected).

You can resurrect someone killed by a death effect, or someone who has been turned into an undead creature and then destroyed. You cannot resurrect someone who has died of old age. This chamber only works on creatures which can be identified by the Life Science skill.

Gold Resurrection Chamber

The gold resurrection chamber functions like the silver resurrection chamber, except that you can resurrect a creature that has been dead for as long as 10 years. Upon completion, the subject is immediately restored to full Stamina Points, Hit Points, vigor, and health, with no negative levels (or loss of Constitution. (If your campaign includes magic or psionics the subject will retain all of the prepared spells or powers they possessed when they died.) You can revive someone killed by a death effect or someone who has been turned into an undead creature and then destroyed. This chamber only works on creatures which can be identified by the Life Science or Mysticism skills, but cannot restore life to a creature which is currently undead.

Even a gold resurrection chamber can’t restore to life a creature who has died of old age.

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