Cyber-Knight (Rifts) Cyber-Armor and the nano-plaque
Posted: Sun Aug 17, 2014 4:29 pm
Page 13 of Splicers explicitly mentions Cyber-Knights alongside Headhunters as guys who would have problems due to their bionics/cybernetics.
Do you think this would always be the case with Cyber-Knights, or is it only a problem with low-level ones? Due to the special Techno-Wizard ritual used on their armor, it becomes a living part of them (begins to heal) at higher levels. I am wondering if this might make it resistance to the nanobot plaque, similar to how the Crazy's MOM implants are immune to it.
Techno-Wizard items are mentioned as being vulnerable to the plaque, so I assume even low-level Cyber-Knights would have some protection, even though the doubled time is probably still too little to safely remove the implants.
It's mainly the 'living' part I'm wondering about. A high-level Cyber-Knight cyber-armor seems more like APS Metal from HU, and I figure living-metal type stuff might be immune, though I'm not sure.
I assume a Juicer's Bio-Comp is also, since the problem Juicers are described experiencing is running out of drugs. If their needle system attacked them then running out of drugs would be a negligible concern. I assume Crazy/Juicer tech is made of non-metal stuff that the nanobots can't digest.
Page 13 mentions nanobots reacting to touching "bare skin". Does this mean that full conversion cyborgs would be protected, since they don't have any skin and are just a brain?
13 mentions "held, carried or worn" as criteria for what you infect in other dimensions. Does this mean held in bare hands, carried over a bare shoulder, or worn over bare skin?
I guess I'm wondering why people don't just wear leather gloves to handle technology. I feel like I might have read something related to this in the core book, but forgot where. It's such an easy fix I'm thinking there should be a longer radius than bare-skin-touch. Even something like a 1 foot proximity to tech activation would correct this work-around. Crafty people could just use long tongs though I guess...
Also wondering if metal stuff reacts to touching the Splicers Host Armor...
Do you think this would always be the case with Cyber-Knights, or is it only a problem with low-level ones? Due to the special Techno-Wizard ritual used on their armor, it becomes a living part of them (begins to heal) at higher levels. I am wondering if this might make it resistance to the nanobot plaque, similar to how the Crazy's MOM implants are immune to it.
Techno-Wizard items are mentioned as being vulnerable to the plaque, so I assume even low-level Cyber-Knights would have some protection, even though the doubled time is probably still too little to safely remove the implants.
It's mainly the 'living' part I'm wondering about. A high-level Cyber-Knight cyber-armor seems more like APS Metal from HU, and I figure living-metal type stuff might be immune, though I'm not sure.
I assume a Juicer's Bio-Comp is also, since the problem Juicers are described experiencing is running out of drugs. If their needle system attacked them then running out of drugs would be a negligible concern. I assume Crazy/Juicer tech is made of non-metal stuff that the nanobots can't digest.
Page 13 mentions nanobots reacting to touching "bare skin". Does this mean that full conversion cyborgs would be protected, since they don't have any skin and are just a brain?
13 mentions "held, carried or worn" as criteria for what you infect in other dimensions. Does this mean held in bare hands, carried over a bare shoulder, or worn over bare skin?
I guess I'm wondering why people don't just wear leather gloves to handle technology. I feel like I might have read something related to this in the core book, but forgot where. It's such an easy fix I'm thinking there should be a longer radius than bare-skin-touch. Even something like a 1 foot proximity to tech activation would correct this work-around. Crafty people could just use long tongs though I guess...
Also wondering if metal stuff reacts to touching the Splicers Host Armor...