TEXT: Nanotechnology is a topic about which
  very little is known. The potential appears to
  be endless, but the executing is currently
  sorely lacking. That being said, wouldn’t it
  be cool if we could all just be injected with
  some little machines that makes us faster,
  stronger, healthier, etc.? 
  In that vein, albeit focused more on com-
  bat and adventuring, this PDF presents thir-
  teen nanoaugmenters designed to give PCs
  the edge over their opponents (assuming
  their opponents don’t also have nanoaug-
  menters). They are written in the style, and
  to the standard, set forth in the standard rules
  and are ready to plug-and-play.
  13
  nano
  augmentors
  by Michael Hammes
  Requires the use of the d20 Modern™ Roleplaying Game, published by Wizards of the Coast, Inc.
  Future: 13 Nanoaugmentors is copyright © 2004 Michael Hammes. All text in this book is designated as open game content. You
  may not distribute this PDF without permission of the author. d20 Modern™ is a trademark of Wizards of the Coast, Inc., a subsidiary
  of Hasbro, Inc., and is used with permission. Wizards of the Coast® is a registered trademark of Wizards of the Coast, Inc., a subsidiary
  of Hasbro, Inc., and is used with permission. 
  NANOAUGMENTATION ADDENDUMS
  Unless otherwise noted, a host may have only
  one of any given type of nanoaugmentation;
  nanoaugmentations of the same type do not stack
  (i.e. a host could not be injected with two medic
  nanoaugmentations in order to gain fast healing
  4).
  Nanoaugementations can be either continuous
  (meaning that they operate continuously and can-
  not be turned off by the host) or on-demand (they
  operate only when triggered by the host); on-
  demand activation is free action.
  Introduction
  The Nanoaugmenters
  What follows is the list of nanoaugmenters. As in the standard rules, these nanoaugmenters can
  be handed out to the PCs as rewards or given to them when they join a particular organization.
  
  2
  APPLE
  Obviously the originator of this nanoaug-
  mentation had a sense of humor. Developed by
  the space program to aid astronauts in coping
  with the various hazardous environments
  encountered in space, the apple nanoaugmen-
  tation has also been used to aid individuals
  with weak immune systems. 
  The apple nanites implant themselves
  throughout the host’s circulatory system and
  work as filters, aiding the body in removing
  unwanted organisms and substances from the
  bloodstream. As a result, the host gains a +2
  equipment bonus on Fortitude saving throws to
  resist poisons, diseases, and radiation sickness.
  The apple nanoaugmentation operates con-
  tinuously.
  AUDIO BOOST
  Originally intended for those with hearing
  problems, the audio boost nanoaugmentation
  has since spread into other areas, most notably
  covert operations. 
  The audio boost nanites implant themselves
  in the host’s inner ear and serve as not only a
  sound amplifier, but also as a filter (for static,
  background noise, etc.) and noise suppressor
  (i.e. for sudden, loud noises such as gunfire or
  explosions).
  Audio boost provides a +5 equipment bonus
  to all Listen checks and a +10 equipment
  bonus to Fortitude saving throws to avoid deaf-
  ness.
  The audio boost nanoaugmentation operates
  continuously.
  CAT EYES
  Popular with everyone from soldiers to
  criminals or anyone else frequently at work in
  the dark, cat eyes are nanoaugementations that
  implant themselves within their host’s eyeball. 
  Cat eyes provide their host with low-light
  vision, allowing the host to see twice as far as
  normal in poor lighting conditions. In addition,
  the host is able to distinguish colors even in
  dim light. 
  The cat eye nanoaugmentation operates
  continuously and does not interfere with the
  host’s normal vision.
  MARATHON
  A favorite of endurance athletes and all those
  that are on the move a lot, the marathon
  nanoaugmentation allows the host to operate
  beyond his or her normal endurance limits by
  implanting itself within the host’s muscles and
  reducing the amount of lactate/hydrogen ions
  present in the body.
  The marathon host receives a +4 equipment
  bonus on the following checks and saves:
  hourly Swim checks to avoid becoming
  fatigued, Constitution checks to continue run-
  ning, Constitution checks to hold the character’s
  breath, Constitution checks to avoid damage
  from starvation or thirst, Fortitude saves to
  avoid damage from hot or cold environments,
  and Fortitude saves to resist suffocation or
  drowning.
  If the host also has the rush (see below) or
  overdrive nanoaugmentation (see below),
  marathon increases the time either nanoaugme-
  nation can safely be sustained by 2 rounds (from
  3 rounds + the host’s Constitution modifier to 5
  rounds + the host’s Constitution modifier).
  Furthermore, should the host continue to use
  either nanoaugmenation beyond this safe period
  or activate either nanoaugmenation while in a
  fatigued state, the host only suffers 1d2 points
  of temporary Constitution damage per addition-
  al round. Finally, should the host go uncon-
  scious from either nanoaugmentation, marathon
  ensures that the host remains unconscious for
  only 1 hour, reduces the required Fortitude save
  (DC 10 + 1 per additional round overdrive was
  active beyond the safe period) and, should the
  host fail the save, the host loses only 1d2 points
  of permanent Constitution drain.
  The marathon nanoaugmentation operates
  continuously.
  
  3
  MEDIC
  One of the most useful nanoaugmentations
  for those facing combat on a regular basis, the
  medic nanites to keep its host’s body as
  healthy as possible by implanting themselves
  in the bloodstream and healing any physical
  damage suffered by the individual (i.e. cuts,
  energy damage, ballistic weapon damage,
  etc.). This healing is accomplished through
  accelerating the release of appropriate chemi-
  cals (i.e. coagulating agents) and physical
  work (i.e. suturing).
  A host with medic nanites has fast healing
  2; at the beginning of the host’s turn, the host
  heals 2 hit points from any physical damage
  suffered. Medic nanites are not able to revive
  their host from death; they stop working when
  their host is reduced to -10 hp or less. 
  Medic nanites do not repair damage from
  attack forms that don’t deal hit point damage
  (i.e. ability drain), nor do they restore hit
  points lost to starvation, thirst or suffocation. 
  Medic nanites are not capable of regenerat-
  ing or regrowing lost body parts.
  The medic nanoaugmentation operates
  continuously.
  OVERDRIVE
  A combat-related nanoaugmentation that
  has found its way into sports and the criminal
  underworld, overdrive is a must for all those
  that require faster-than-normal reflexes. The
  overdrive nanites accomplish this by attaching
  themselves to the host’s nervous system and
  pituitary gland, enabling the host to move and
  act much more quickly than he or she would
  normally be capable of. The overdrive
  nanoaugmentation has several effects:
  When making a full attack action, the host
  may make one extra attack with any weapon
  he or she is holding. The attack is made using
  the host’s full base attack bonus, plus any
  modifiers appropriate to the situation (this
  benefit does not actually grant an extra action,
  so a host can’t use it to cast a second spell or
  otherwise take an extra action in the round).
  In addition, the host gains a +2 dodge
  bonus to Defense (this also applies to pilots
  involved in starship combat) and Reflex saves;
  any condition that makes the subject lose his
  or her Dexterity bonus to Defense (if any) also
  makes the subject lose the dodge bonus pro-
  vided by the overdrive nanoaugmentation.
  All of the host’s modes of movement
  (including normal movement, burrow, climb,
  fly, and swim) increase to double the host’s
  normal speed.
  The overdrive nanoaugmentation operates
  on an on-demand basis. Overdrive is very
  strenuous on the host and can be safely sus-
  tained for no longer than 3 rounds + the host’s
  Constitution modifier per encounter; the host
  may shut off overdrive at any time as a free
  action. At the cessation of overdrive the host is
  fatigued (-2 penalty to Strength and Dexterity)
  for the remaining duration of the current
  encounter.
  Any attempt to sustain overdrive beyond
  this safe time period, or activating overdrive
  while in a fatigued state, causes the host to
  suffer 1d4 points of temporary Constitution
  damage per additional round that overdrive is
  maintained. Taking Constitution damage from
  overdrive results in the host being exhausted (-
  6 penalty on Strength and Dexterity) until the
  end of the encounter, after which the host is
  fatigued until he or she can gain 1 hour of
  complete and uninterrupted rest.
  If the host’s Constitution drops to 0, or the
  host attempts to activate overdrive while
  exhausted, the host immediately becomes
  unconscious and remains so for 1d3 hours at
  the end of which time the host must succeed at
  a Fortitude save (DC 15 + 1 per additional
  round overdrive was active beyond the safe
  period) or permanently be drained of 1d4
  points of Constitution. A Treat Injury check
  (DC 15 + 1 per additional round overdrive was
  active beyond the safe period) can be used to
  
  4
  remove the unconscious condition from the
  host, but the host must still succeed at the
  Fortitude 
  save 
  to 
  avoid 
  permanent
  Constitution drain.
  The negative effects of overdrive can be
  mitigated somewhat by the marathon
  nanoaugmentation (see above).
  RADAR
  The radar nanoaugmentation was devel-
  oped in a top-secret government project.
  Designed to aid covert agents in their assign-
  ments, individuals equipped with radar can be
  virtually impossible to surprise.
  The radar nanites implant themselves
  throughout the host’s body, acting like minia-
  ture radar transceivers as they send out weak
  electrostatic impulses and receive those that
  bounce back from objects or people. This
  information is then communicated to a set of
  interpreter nanites implanted near the host’s
  visual cortex, allowing them to be interpreted
  by the host. As a result, the radar host has
  blindsight out to a range of 30 feet, making
  invisibility and darkness irrelevant (although
  like normal vision, the radar augmentation
  does not allow the host to see through or
  around obstacles such as walls); the host usu-
  ally does not need to make Spot or Listen
  checks to notice creatures or objects within
  range of its blindsight ability.
  Radar is a continuously operating nanoaug-
  mentation, that is, it continuously sends and
  receives its signals. However, the host can
  only interpret those signals by closing his or
  her eyes and concentrating on the radar image
  relayed to the visual cortex by the interpreter
  nanites; the host cannot make use of both his
  or her vision and radar simultaneously. 
  Initially, if done in the same round, switch-
  ing from vision to radar and back again is a
  move action that provokes an attack of oppor-
  tunity but with practice (time determined by
  the GM based on adventure and campaign
  needs), this can be reduced to a free action.
  RHINO HIDE
  Developed for the military for use in front-
  line shock troops, the rhino hide nanoaugmen-
  tation is one of the few nanoaugmentations
  with readily noticeable effects. The rhino hide
  nanites implant themselves under the host’s
  skin and stimulate the production of skin cells
  to the point where the host’s skin becomes
  very tough and leathery, providing significant-
  ly greater protection than the host’s normal
  skin.
  Although it is generated by equipment,
  rhino hide provides a +3 natural armor bonus
  to its host’s Defense.
  While quite useful, most individuals are not
  comfortable going about looking like a giant
  walking callous and so this nanoaugmentation
  has largely remained within military circles. 
  The rhino hide nanoaugmentation operates
  continuously.
  RUSH
  This combat-related nanoaugmentation is
  finding its way into sports and the criminal
  underworld. Attaching to the host’s adrenaline
  glands, the rush nanites dramatically increase
  the host’s adrenaline output, temporarily
  boosting the host’s Strength and Constitution
  scores.
  Activating rush temporarily bestows a +4
  bonus to Strength, a +4 bonus to Constitution,
  and a +2 morale bonus on Will saves to the
  host, but the host also takes a –2 penalty to
  Defense due to increased aggressiveness. The
  increase in Constitution increases the host’s
  hit points by 2 per level, but these hit points go
  away when rush is cancelled, at which time
  the host’s Constitution score drops back to
  normal. 
  Unfortunately, this increased combat
  prowess is offset by a reduction in higher
  thought-processing capacity. As a result the
  host cannot use any Charisma-, Dexterity-, or
  Intelligence-based skills (except for Balance,
  Drive, Escape Artist, Intimidate, Pilot, or
  
  5
  Ride), the Concentration skill, any abilities
  that require patience and concentration
  (including spellcasting and manifesting psion-
  ic powers), or any items that must be activat-
  ed to function. 
  Rush can be safely maintained for a num-
  ber of rounds equal to 3 + the host’s (newly
  acquired) Constitution modifier; the host may
  end rush at any time as a free action. At the
  expiration of rush, the host is fatigued (-2
  penalty to Strength and Dexterity) for the
  remaining duration of the current encounter.
  Any attempt to sustain rush beyond this
  time period, or activating rush while in a
  fatigued state, causes the host to suffer 1d4
  points of temporary Constitution damage per
  additional round that rush is maintained.
  Taking Constitution damage from rush results
  in the host being exhausted (-6 penalty on
  Strength and Dexterity) until the end of the
  encounter, after which the host is fatigued
  until he or she can gain 1 hour of complete and
  uninterrupted rest.
  If the host’s Constitution drops to 0, or the
  host attempts to activate rush while exhausted,
  the host immediately becomes unconscious
  and remains so for 1d3 hours at the end of
  which the host must succeed at a Fortitude
  save (DC 15 + 1 per additional round rush was
  active beyond the safe period) or permanently
  be drained of 1d4 points of Constitution. A
  Treat Injury check (DC 15 + 1 per additional
  round rush was active beyond the safe period)
  can be used to remove the unconscious condi-
  tion from the host, but the host must still suc-
  ceed at the Fortitude save to avoid permanent
  Constitution drain.
  The negative effects of rush can be mitigat-
  ed somewhat by the marathon nanoaugmenta-
  tion (see below).
  SILENCE
  The silence nanoaugmentation is the result
  of yet another top-secret government project.
  The silence nanites implant themselves under
  the host’s skin and act as sonic dampers,
  reducing noise of the host’s movements to
  almost nothing. Silence provides a +10 equip-
  ment bonus to the host’s Move Silently
  checks.
  Silence is usually an on-demand nanoaug-
  mentation.
  SNIFFER
  This rather unusual nanoaugmentation was
  created largely because, well, it could be. The
  sniffer nanites attach themselves to the host’s
  olfactory receptors, exponentially increasing
  the ability of the host’s sense of smell (rough-
  ly equivalent to that of a dog); the host gains
  the scent special ability. 
  Just how capable is the sniffer nanoaug-
  mentation? The host can identify the scent of a
  creature lightly touched on a glass slide after
  two weeks outside, or one month inside; the
  host can identify which of six steel tubes was
  held in the hand of an individual for less than
  5 seconds.
  In addition, the host can detect opponents
  within 30 feet by sense of smell. If the oppo-
  nent is upwind, the range increases to 60 feet;
  if downwind, it drops to 15 feet. Strong scents
  can be detected at twice the ranges noted
  above. Overpowering scents can be detected at
  triple normal range.
  When the host detects a scent, the exact
  location is not revealed—only its presence
  somewhere within range. The host can take a
  move or attack action to note the direction of
  the scent. If the host moves within 5 feet of the
  source, he or she can pinpoint that source.
  The host can now follow tracks by smell,
  making a Wisdom check to find or follow a
  track. The typical DC for a fresh trail is 10 (no
  matter what kind of surface holds the scent).
  This DC increases or decreases depending on
  the strength of the quarry’s odor, the number
  of creatures being tracked, and the age of the
  trail. For each hour that the trail is cold, the
  DC increases by 2. The ability otherwise fol-
  
  6
  lows the rules for the Track feat. A host track-
  ing by scent ignores the effects of surface con-
  ditions and poor visibility.
  The sniffer nanoaugmentation operates
  continuously.
  SPIDER
  The spider nanoaugmentation allows its
  host to walk on walls and cling to ceilings like
  a spider. The spider nanites achieve this by
  permeating the skin on the host’s hands and
  feet and making molecular contact with what-
  ever surface the host wishes to climb.
  As long as the host’s hands and feet are
  uncovered, the host can cling to and climb any
  surface including ceilings (the host can actual-
  ly walk upside down on a ceiling) and perfect-
  ly smooth, flat, vertical walls. While climbing
  in this manner, the host gains a Climb speed of
  half his or her speed and need not make Climb
  checks. Furthermore, the host retains his or
  her Dexterity bonus to Armor Class (if any)
  while climbing and does not suffer any penal-
  ties to Defense due to climbing. The host can-
  not, however, use the run action while climb-
  ing or traveling upside down. A creature with
  a Strength of 25 can pull the host off a surface.
  If the host’s feet are covered and hands
  uncovered, the host is still able to cling and
  climb any surface with his or her hands.
  However, at all times while climbing the
  host’s Climb speed is reduced to by one-half
  (to one-quarter of his or her speed) and the
  host is considered flat-footed and suffers the
  standard -2 penalty to Defense against both
  Melee and Ranged attacks.
  If the host’s hands are covered and feet
  uncovered, the host is still able to cling and
  climb any surface with his or her feet.
  However, while climbing vertical surfaces, the
  host’s Climb speed is reduced by one-half (to
  one-quarter of his or her speed) and the host is
  considered flat-footed and suffers the standard
  -2 penalty to Defense against both Melee and
  Ranged attacks. When moving upside-down
  (i.e. on the ceiling), the host climbs normally
  (Climb speed of one-half speed, retains
  Dexterity bonus to Armor Class and suffers no
  penalty).
  Should the host fall, as long as he or she is
  within reach of a surface the host can auto-
  matically catch him- or herself simply by
  making contact with the surface (at the GM’s
  discretion, the resulting jarring impact may
  still cause damage).
  Spider nanites cannot do their work if both
  the host’s hands and feet are covered; in such
  cases the host is dependent on his or her nor-
  mal Climb skill. A host with both hands and
  feet covered that falls cannot automatically
  catch him- or herself.
  Spider is an on-demand nanoaugmentation.
  STATIC BURST
  The static burst nanoaugmentation is a
  direct outgrowth of nanotechnology research
  into using nanites as energy sources. The stat-
  ic burst nanites produce significant additional
  electrons (the “charge”) within the host’s body
  that are discharged when the host touches an
  object or person. 
  When these additional electrons are dis-
  charged against a non-electronic object (i.e a
  door handle), nothing more than a bright spark
  and a loud “zap” result.
  When discharged against an electronic file
  device, such as a computer, external hard
  drive, CD-ROM, PDA, or magnetic disk, the
  charge erases all files on that device; the
  device is rendered empty of data.
  When used against other electronic
  devices, such as a circuit board, the discharge
  ruins delicate circuitry within the device. As a
  result, the device is rendered either complete-
  ly or partially unable to function (given the
  wide variety of possibilities inherent in this,
  the GM is encouraged to adjudicate this in a
  manner consistent with the goals of the adven-
  ture or campaign; see the electromagnetic
  pulse spell for some guidelines).
  
  7
  When discharged against an opponent, the
  discharge is strong enough to potentially stun
  the opponent. In order to stun an opponent, the
  host must use his or her bare hand to touch an
  opponent; this requires a successful melee
  touch attack. If the host strikes successfully,
  the opponent must succeed at a Fortitude save
  (DC 12 + the host’s Constitution modifier) or
  be stunned for 1d4 rounds. 
  Static burst is an on-demand nanoaugmenta-
  tion. It takes 1d4 rounds for the nanites to build
  up a sufficient charge to harm an electronic item
  and 10 rounds to build up a sufficient charge to
  stun an opponent. Most individuals with this
  nanoaugmentation keep a pair of leather, synthet-
  ic, or rubber gloves on their hands so that they
  can charge up and not discharge until they are
  ready to do so; removing a glove is a standard
  action that does not provoke attacks of opportu-
  nity.
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  COPYRIGHT
  NOTICE
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  Modern 
  System 
  Reference 
  Document
  Copyright 2002-2004, Wizards of the Coast, Inc.;
  Authors Bill Slavicsek, Jeff Grubb, Rich Redman,
  Charles Ryan, Eric Cagle, David Noonan, Stan!,
  Christopher Perkins, Rodney Thompson, and JD
  Wiker,  based on material by Jonathan Tweet, Monte
  Cook, Skip Williams, Richard Baker, Peter Adkison,
  Bruce R. Cordell, John Tynes, Andy Collins, and JD
  Wiker.
  Future: 13 Nanoaugmentors, copyright 2004
  Michael Hammes. Published by Ronin Arts
  www.roninarts.com. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Party/d20 Modern/Ronin Arts/Future - 13 Nanoaugmentors.pdf