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Rules Supplement: Nanotech Implants

Nanotechnology can be used to enhance humans without altering their genetic


code or other obvious signs of tampering, except during a blood scan, or
depending on the implants used, a medical scan.
Nanotech Implants mostly consist of billions of nanites spread throughout the
recipients body that can alter some body functions, while other implants are
permanent changes to the recipients body that are caused and maintained by
nanites.
Nanites tap the recipients bioeletrical energy, thus some of these implants cause
fatigue damage. Nanites also need an amazing nanocomputer and a modified
amazing reflex wiring, to organise their activities, and a nanite factory, to
construct new nanites. This experimental technology is very expensive.

List of Nano Implants:


Infolink:
Requires a subdermal communication Port. Allows a computer user with a
communication device, the right frequency, the correct password and inside the
designated range to see and hear what the recipient sees and hears, to record it,
and to give tips and suggestions. The recipient can always deactivate the
Infolink (normally). This implant makes heavy modifications to the recipients
nerve systems and brain necessary (threat of mental illness at DMs option).
The energy needed for the infolink does not put any considerable strain on the
bioelectric energy levels, but the Comm Port might (1 fatigue point/hour, DMs
option.)
Price
Range
Ordinary:
1500
50 km
Good:
3500
500 km
Amazing:
6000
1500 km
Fingerprint duplicator:
Nanites in the hand can record any fingerprint they touch and then duplicate it
on demand. Bonus/Penalty to checks to pass through fingerprint scanners
depends on the quality of the implant and the quality of the fingerprint aquired:
Official files, targets hand
Object held by target
Object touched by target

-2 bonus
0
+2 penalty
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Ordinary:
Good:
Amazing:

Price
3500
4500
6500

Bonus
0
-1
-2

Autonomous system control:


These nanites can influence and control the autonomous nervous system.
The user can deactivate things like hunger, pain and sleep.
While deactivating pain for example gives a -5 bonus to Resist Pain checks, it
can be very dangerous to deactivate it (injuries might kill the character without
having been noticed).
Ordinary only, Price: 2500 (Threat of mental illness, at DMs option).
Limbic system control:
This is a very dangerous implant, since controlling the emotions of a being can
be a very good way to completely control it.
But it can be useful, if, for example the limbic system of a person has been
damaged by an illness. Generally it sets an allowed range and a bias.
Ordinary only, Price: 3500 (Threat of mental illness, at DMs option).
Emergency System:
These nanites try to limit damage to the body, by directing the blood away from
wounds, releasing medicaments and building alternative blood vessels and
nerves to circumvent injuries. If everything else fails they douse the brain in
neuroprotectants and lower the body temperature, to allow a cryogenic
suspension. They provide additional mortal points.
Price
Additional mortal points
Ordinary:
3500
1
Good:
5000
2
Amazing:
7500
3
Sense Enhancer:
Nanites make and maintain modifications to the normal senses that can vastly
improve their effectiveness:
Eyes: The user can trigger a magnification effect and with good or better
implants night- and infravision..

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Amazing implants can even detect UV-light, microwaves and have a magnetic
resonance scanner included, they also give bonuses to all skills where visual
acuity plays an important role, also negating penalties for darkness and distance.
The nanites also provide a bonus on the usage of ranged weapons, as they can
also regulate the movement of the arms, making them hold still.
Price
Mag
Skill bonus
Ordinary:
2000
*10
-1 step
Good:
3000
*25
-2 steps
Amazing:
6000
*50
-3 steps
Ears: The user has a much higher hearing range than normally and can hear
sounds outside the human spectrum. They give bonus to all skill checks that
involve sound. His hearing is magnified, as shown below:
Price
Mag
Skill bonus
Ordinary:
2000
*10
-1 step
Good:
3000
*25
-2 steps
Amazing:
6000
*50
-3 steps
Nose: Nanites allow for a much more accurate analysis of the air around the
user, magnifying her smelling as given above, and granting the given bonuses
to all skill checks that involve smelling.
Psionic sensivity:
Specialised Nanites can detect psi-abilities both dormant and in use like both psi
detector and psi scanner.
Price
Range
Ordinary:
2000
50m
Good:
4000
100m
Amazing:
6000
200m
Laser microphone:
This is a modification to the eye enhancer, it allows its user to use a laser,
outside of the human visual spectrum, to listen to conversation that is taking
place inside a room by measuring the vibration of a window, not even vacuum
can block this method. One point of fatigue damage per 15 minutes of use.
Ordinary quality only, Price: 1000
Navigation Enhancement:
The Nanites detect the planets magnetic field and thus, when such a field is
detectable, let the user get a feeling for where she is relative to the magnetic
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poles (also works in proximity to planets with a magnetic field, bonus to


navigation surface checks 1 step).
The nanocomputer also records the movement of the user through the nanites
accelerometers thus recording the users movement over, across or under a planet
(but this drains 1 fatigue point per 2 hours, bonus 2 steps).
With an eye enhancer the Nanocomputer can even try a celestial positioning,
though rather inaccurate and only working when the appropriate database is
available. If the person also has a Comm Port the nanocomputer can try a
pinpoint through satellites (if available, -2 steps, draining 1 fatigue point per
pinpoint).
Price
Method
Ordinary:
2500
Magnetism
Good:
3500
Magnetism, GPS
Amazing:
6000
All
Translator:
Visual and auditory data is fed directly to the nanocomputer, by the nanites and
the reflex wiring, Modern Translation software then translates spoken or written
language and via the nanites and the reflex wiring, the user can speak and write
in alien language without really knowing it, the computer takes that part over.
The good amazing versions even include a cultural database that either gives the
appropriate etiquette skill at rank 1, or a -2 steps, -3 for amazing version, bonus
if the user already has the skill. The amazing version also contains active
analysis software that can try to understand new languages, which is a complex
deduce skill check of amazing difficulty, requiring 12 successes, one every hour
of conversation. Success gives rank 1 in the language in question though the
implant and only in the form in which it was learned (written or spoken).
The DM can always rule the certain languages cannot be learned that way.
Price
Ordinary:
3500
Good:
4500
Amazing:
7500
Anti Ageing Implant:
The Nanites map the body and all the cells and then try to maintain the body by
killing tumourus cells, executing gen therapies, repairing slightly damaged
organs and destroying all possibly toxic wasteproducts (e.g. free radicals).
They also mimic Telomerase, the enzyme, that deactivates the genetic clock of
the cells, though they have to be careful, because cells might grow without
control, if completely immortal (see tumourcells).
This Implant can extend the users remaining life span by the given percentage:
Price
Life span extension (in%)
Ordinary:
3500
25%
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Good:
Amazing:

5000
7500

50%
75%

Intelligence Augmentation:
The Nanites of this Implant try to rewire the users brain more efficiently, built
additional neurons and connections between them and try to hasten the mental
processes of the user. While they cannot copy skills and memories by
imitating the connections between the neurons (this is pretty much impossible
for many reasons (difference between individuals and their brains,...)), they can
try to enhance the users speed of thinking. This implant grants the given step
bonus to intelligence skill checks (Threat of mental illness, at DMs option).
Price
step bonus
Ordinary:
3500
-1
Good:
5000
-2
Amazing:
7000
-3
Photographic memory:
These Nanites rewire the neurons in the hippocampus area (memory center) and
write any information into the memory immediately, thus creating and
maintaining a photographic memory, the user will remember anything he or she
has ever experienced. If the user wants to recall something he or she makes an
Intelligence feat check, modified as below, any success indicates, that the user
remembers what he or she wants to recall. The DM can (and should) modify this
roll by -3 to +3, depending on how well this information has been stored
(information out of an manual well read vs. face barely seen for a second or so).
Price
Bonus/Penalty
Ordinary:
1500
+1 step
Good:
3000
-1 step
Amazing:
5000
-2 steps
Dexterity Augmentation:
These Nanites modify and maintain the users bone structure and joints, tendons,
ligatures, etc. in order to enhance the persons Dexterity. This grants the user the
given bonus to their Dexterity score:
Price
score bonus
Ordinary:
2500
+1
Good:
4000
+2
Amazing:
6000
+3
Reflex enhancement:
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These specialised nanites built and maintain an additional nervous system that
can enhance the recipients reflexes (threat of mental illness, at DMs option).
This does not put a notable strain on the bioelectric energy levels.
It is however tiring, +2 penalty on the next Stamina endurance check for
fatigue damage.
Price
Action check bonus
Ordinary:
2000
-1
Good:
3500
-2
Amazing:
6500
-3/+1 Action/round
Muscle Augmentation:
These Nanites restructure, enhance and maintain the users musclestructure,
increasing the users strength score by the given amount of points.
Price
score bonus
Ordinary:
2500
+1
Good:
4000
+2
Amazing:
6000
+3
Beauty Augmentation:
These Nanites try to restructure and maintain some parts of the skeleton, some
parts of the tissue, glands and the like in order to enhance the users beauty.
This implant grants the given bonus to the users Personality score.
Price
score bonus
Ordinary:
3000
+1
Good:
4500
+2
Amazing:
6500
+3
Pheromone Glands:
Nanites produce and release certain pheromones through constructed and
maintained glands at the command of the user.
These pheromones remain in the air for the given duration (air cycles eliminate
them completely, strong winds can significantly reduce the duration (DMs
option)). They reduce the targets Willpower resistance modifier as follows.
This power can be used thrice a day, any additional use causes one point of
fatigue damage to the user, more than 6 uses are impossible (not enough
pheromones can be constructed).
While active this implant also grants beings tracking the user via scent a 2 steps
bonus to their Investigate track skill check.
Price
Duration
Ordinary:
2500
1 minute
Good:
3500
5 minutes
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Amazing:

5000

30 minutes

Result of the Resolve mental resolve skill check:


CF
F
OS
Ordinary:
-3
-2
-1
Good:
-4
-3
-2
Amazing:
-5
-4
-3

GS
0
-1
-2

AS
+1
0
-1

Adrenalin Booster:
These Nanites can trigger short bursts of energy: For the given number of rounds
the user gains the given bonus to all skill checks of Athletics, Melee Weapons,
Unarmed Attack, Acrobatics and Movement, also melee and unarmed attacks are
increased by the given amount, but after the period he suffers the given amount
of fatigue damage:
Damage bonus
skill bonus
duration
fatigue damage
Ordinary:
+1
-1 step
1d4+1r
1f
Good:
+2
-2 step
1d6+1r
1d4f
Amazing:
+3
-3 step
1d6+2r
1d4+1f
The user should also eat after using a good or better booster, otherwise the
fatigue damage at half the normal range.
The booster cannot be activated again in 3d4 hours.
Price
Ordinary:
2500
Good:
3500
Amazing:
6000
Toxin Glands:
Nanites create potent poisons at places depending on the vectors, inhaled:
Mouth, insinuative: Fingertips/fingernails.
These poisons can be neurotoxins, hemotoxins and irritants.
Irritants are inhaled and can be breathed out in a 4 meter long cone.
They cause the following penalties to all actions for the given rounds of the
target, beginning in the same phase, in which they are introduced depending on
its quality and the result of the targets Constitution feat check:
CF
F
OS
GS
AS
Ordinary: +2, 2r +1, 2r
+1, 1r ---no effect--Good:
+3, 2r +2, 2r
+1, 2r ---no effect--Amazing: +4, 3r +3, 2r
+2, 2r 2, 1r
no effect

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Hemotoxins are insinuative have an onset time of 5 rounds, then cause a +1 step
penalty to all actions of the target. On the fifth round it causes damage
depending on its quality and the result of the targets Constitution feat check.

Ordinary:
Good:
Amazing:

CF
1d4+1m
1d4+2m
1d6+2m

F
1d4-1m
1d4m
1d4+1m

OS
1d6w
1d6+1w
1d6+2w

GS
1d4-1w
1d4w
1d4+1w

AS
1d4s
1d6s
1d6+2s

Neurotoxins can be both insinuative or inhaled cause a +1 penalty to all actions


from the round after they were introduced till after they were introduced, when it
causes the following damage
Price CF
F
OS
GS
AS
Ordinary: 4000 1d4+1m
1d4m
1d8w
1d6w
1d4s
Good:
5500 1d6+1m
1d4+1m
1d8+1w
1d6+1w
1d6+1s
Amazing: 8000 1d8+2m
1d6+2m
1d8+2w
1d6+2w
1d6w
Acid Glands:
Special nanites in the skin of the hands can produce toxins that can then be used
by the recipient to damage objects or injure lifeforms the damage to lifeforms is
depends on the success of the unarmed skill check (or Dex check, at DMs
option) with a +1 bonus (touch only) necessary to deliver the acid onto the
target.
Critical failure indicates 1d4w damage to the user, while a marginal success
indicates 1d4s damage to the target.
Objects can simply be dissolved by the acid by staying in contact with them
(Dex check for moving objects).
This power can be used thrice a day (one point of fatigue damage for each
additional use).
Once deployed the acid remains for 1 round.
Price
Damage (En/O)
Ordinary:
2500
1d4-1w/1d4w/1d4+1w
Good:
3500
1d4w/1d4+2w/1d6+2w
Amazing:
5000
1d4+2w/1d6+2w/1d4+1m
Capacitors:
Nanites can produce an electrical field along the users body.
This field can damage objects or beings on contact.
It can short any circuitry of electronic equipment, but cannot cause physical
damage on objects.
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Unarmed skill check, or melee skill check required critical failure causes 1d4s to
the user, while marginal success causes 1d4s to the target.
Can be delivered by hand, foot or weapon of conducting material. Once
activated, the field remains for 2 rounds.
Usage drains 1 fatigue point.
Price
Damage (En/O)
Ordinary:
2500
1d4s/1d6s/1d4w
Good:
3500
1d4+2s/1d8+2s/1d4+1w
Amazing:
5000
1d6+2s/1d4w/1d6+2w
Computer virus:
The user can release nanites through the skin that can damage computer
systems. The nanites can either affect the CPU, degrading its quality as given, or
they can affect data stores and thus damage either active or passive programms.
Damage to CPUs (quality reduction)
OS
GS
AS
1 grades
2 grades
3 grades
2 grades
2 grades
3 grades
2 grades
3 grades
4 grades

Ordinary:
Good:
Amazing:

Price
3500
4500
6500

Ordinary:
Good:
Amazing:

Damage to Programms (quality reduction, multiple attacks)


OS
GS
AS
Attacks
1 grade
2 grades
3 grades
2
2 grades
2 grades
3 grades
3
2 grades
3 grades
4 grades
4

Psionic enhancement:
Specialised Nanites can help to concentrate psionic energy and thus enhance
psionic abilities. This affects all psionic skills the recipient possesses.
This enhancement causes 1 point of fatigue damage for every 4 points of psionic
energy spent.
Price
Bonus
Ordinary:
3500
-1
Good:
5000
-2
Amazing:
7000
-3
Skinweave:
Nanites construct and maintain much more damage resistant skin layers without
creating any obvious signs of this tampering:
Price
Additional Points
Armor bonus
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Ordinary:
Good:
Amazing:

2500
4000
6500

+2s/+1w
+2s/+2w
+4s/+4w/+2m

+1/+1/+0
+2/+2/+0
+2/+2/+2

Repair Unit:
Nanites in the recipients body check the body for injuries and attempt to heal
them using all available resources in the bloodstream and material from dead
cells. They can heal wound and mortal damage:
Price
Healing speed
Ordinary:
2500
1,5h/w, 3/m
Good:
3500
1h/w, 2h/m
Amazing:
6000
30m/w, 1h/m
Energy Absorption:
Nanites can absorb dangerous energy as it enters the body.
This provides a reduction of all energy damage suffered, but it also destroys
many nanites in the progress, their replacement causes 1 point of fatigue damage
for every 6s/3w/1m points of energy damage absorbed.
Price
Damage Absorbed
Ordinary:
2500
1d4
Good:
4000
1d6
Amazing:
6500
2d4
Skeletal Enhancement:
These Nanites try to enhance, augment and maintain the users skeletal structure
(incompatible with beauty augmentation, at DMs option).
This implant decreases the primary and secondary damage the user takes from
unarmed attacks, blunt attacks and falls by the given percentage. It can also
increase the damage of the users unarmed attacks by the given amount and can
permanently increase the users constitution score as given:
Price
% of specified
bonus to
Con
damage reduction
unarmed attacks bonus
Ordinary: 3000
10%
0
0
Good:
4500
25%
+1
0
Amazing: 6500
50%
+2
+1
Photogeneration System:
Nanites in the skin attempt to gain energy from sunlight, or comparable light
sources and feed the energy into the users bioelectric field.
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This implant can restore fatigue points at the given rate in normal sunlight,
weaker light doubles/triples/quadruples the time required, at the DMs option.
The maximum amount of fatigue points may not be exceeded.
This Implant has the downside of making the user more susceptible to light
attacks, like lasers, while active.
This Implant cannot replace normal sleep and for every four fatigue points
spent, one cannot be restored in this manner.
Ordinary:
Good:
Amazing:

Price
2000
3500
5000

One restored fatigue point per


2 hours
1 hour
30 minutes

Endothermic Enhancement:
The Nanites distribute the blood more evenly then normal, direct it to colder
body parts and heat it, thus granting the given bonuses to any Constitution feat
checks for coldness:
Ordinary:
Good:
Amazing:

Price
1000
1500
3000

Bonus
-1 step
-2 steps
-3 steps

Radiation Tolerance:
Nanites can provide protection from radiation and repair radiation damage,
resulting in a bonus to Stamina endurance checks made to overcome radiation
effects.
Ordinary:
Good:
Amazing:

Price
1500
2500
4000

Bonus
-2 steps
-3 steps
-4 steps

Lung Augmentation:
This Implant induces Nanites that modify the Lung tissue as well as the structure
of the blood vessels, in order to allow the user to spend more time underwater,
the amazing version even includes fully functioning gills, that allow a user to
remain underwater indefinitely. However it neither protects the user against the
water pressure, nor does it allow the user to survive completely without air.
It is also able to filter toxins out of the air in the lungs, providing the given
bonuses to Constitution feat checks due to toxins in the air.
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Ordinary:
Good:
Amazing:

Price
2000
3500
5000

Time underwater
10 min
30 min
indefinite

bonus to Con checks


-1 step
-2 steps
-3 steps

Adaption System:
These nanites can adapt a body to a wider range of climatic conditions:
Hot climate, cold climate, arid climate, thin atmosphere and thick atmosphere,
an ordinary implant can adapt to two climates, a good one to three and an
amazing one to all five.

Ordinary:
Good:
Amazing:

Price
2000
3500
5500

Adaptions
2
3
5

Nano Immunesystem:
Nanites in the bloodstream patrol for anything, that is not part of the users body
and eliminate it. They grant a bonus to all checks against illnesses and poisons:
Ordinary:
Good:
Amazing:

Price
2500
3500
6000

Bonus
-2
-4
-6

Nanite Factory:
This small facility just next to the nanocomputer, with the size of one, that
constantly produces new nanites to replace loses. An ordinary factory can
support up to seven implants, a good factory can support up to twelve implants,
and an amazing factory, with a size of two, can support as many implants as will
be installed.
Ordinary:
Good:
Amazing:

Price
2000
3500
6500

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by Lars Wolfrum

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