TEXT:  
   
   
   
   
   
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  SECTION  1:  NANOTECH OVERVIEW   - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -   2 
   
  SECTION  2:  NANOAUGMENTORS   - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -  5 
   
  SECTION  3:  NANOVIRUSES   - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -  - - - - - - - - - - -   9 
   
  SECTION  4:  NANO-ARMOR   - - - - - - - - - - - - - -- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -  14 
   
  SECTION  5:  NANO-WEAPONS - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 16 
   
  SECTION  6:  INDEPENDENT NANOCOLONIES   - - - - - - - - - - - - - - - - - - -  - - - - - - - - - - - - - - - - - - - - - - - - - - -  19 
  SECTION  7:  HOLISTIC NANOMEDICINE   - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -  22 
  SECTION  8: NANOTECH FEATS   - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -  26 
  SECTION  9: CREATURE UPDATE: NANOSWARM - - - - - - - - - - - - - - - -  - - - - - - - - - - - - - - - - - - - - - - - - - - - - -  27 
  SECTION 10: CREATURE UPDATE: NANOSWARM TEMPLATES - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -   36 
  SECTION 11: CREATURE UPDATE: HORROR TYPE K-2 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 41 
  Lead Designer: Jason Stroh 
  Author: Jason Stroh 
  Cover Artist: Trung Tin Shinji 
  Editorial Assistance: Holly Stroh 
  Interior Artists: drneurotoxin (fiverr), galilaweslywayn 
  (fiverr), oliver_artwork (fiverr) 
  HR and Marketing Director: Sean Carew 
  Special thanks: Wife and kids for all their patience  
   
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 
  1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), 
  dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements that have previously been designated as 
  Open Game Content or are in the public domain are not included in this declaration.) 
  Open Content: Except for material designated as Product Identity (see above), the game mechanics of this game product are 
  Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the 
  material designated as Open Game Content may be reproduced in any form without written permission. 
  Stroh Hammer, Gravity Age, and Gravity Age: Nanotech Emporium are trademarks of Stroh Hammer and Jason Stroh. 
  Compatibility with the Starfinder Roleplaying Game requires the Starfinder Roleplaying Game from Paizo Inc. See 
  http://paizo.com/starfinder for more information on the Starfinder Roleplaying Game. Paizo Inc. does not guarantee 
  compatibility, and does not endorse this product. 
  Starfinder is a registered trademark of Paizo Inc., and the Starfinder Roleplaying Game and the Starfinder Roleplaying Game 
  Compatibility Logo are trademarks of Paizo Inc., and are used under the Starfinder Roleplaying Game Compatibility License. See 
  http://paizo.com/starfinder/compatibility for more information on the compatibility license. 
  Gravity Age: Nanotech Emporium is published by Stroh Hammer under the Open Game License version 1.0a Copyright 2000 
  Wizards of the Coast, Inc.  
  © 2017 Stroh Hammer 
   
  
   
   
  What follows is not a complete compendium of nanotech 
  augmentation, but it is an extension of the existing options 
  presented in The Starfinder Roleplaying Game for players 
  and game masters.  
  Nanotech in the modern era, is an emerging field of 
  science where scientists are trying to understand and 
  control matter at the nanoscale.  To put it in perspective, 
  there are 25,400,000 nanometers in an inch and a sheet of 
  paper is approximately 100,000 nanometers thick.  
  Nanotechnology is already here and it’s not just a 
  concept that some nut job scientist at an elite technology 
  school is dreaming up.  Well, it might be but some of those 
  dreams are coming true. Although we are yet to build tiny 
  drones that search out and destroy cancer, we are actively 
  using this technology in many industries.  Nanotechnologies 
  are being used in medicine, electronics, food, fuel cells, 
  solar cells, batteries, advanced materials, environmental 
  cleanup, sporting goods, and fabrics.  
  In the future, nano-fabrics are not just stain resistant but 
  also bullet proof, so when your operative goes medieval on 
  some gun-toting bad guys and takes them out with a sword, 
  you don’t have to worry about buying a new shirt.  Even 
  tablet computers will appear to be nothing more than a 
  clear sheet of plastic which can be easily rolled up and put 
  away for storage, or stuck to a wall for use.  
   In most settings, nanotechnology is not some cheap 
  technology that can be picked up off the street. While it is 
  feasible that some campaign settings might have 
  nanotechnology so common that any character could go to 
  the local nanotech clinic and receive the latest nanite 
  injection, its more likely that obtaining nanotechnology for 
  personal use is more difficult than simply dropping the 
  credits. GMs might limit the availability of nanotechnology 
  by not only making nanocolonies expensive to purchase, 
  but also requiring the character to become a member of a 
  particular organization. 
  Although nanotechnology is present in almost all future 
  technologies, this guide focuses applications which can 
  directly and indirectly affect your characters.  
  Nanotech augmentations (“nanoaugmentors”) follow 
  most the cybernetic augmentation rules found in The 
  Starfinder Roleplaying Game. Nanotech augmentations 
  latch onto a specific biological system and provide 
  consistent bonuses as long as the nanites remain active. 
  Most nanoaugmentors are injected into a character or 
  creature to permanently enhance performance and 
  continue to function indefinitely. Nanoaugmentors are only 
  removed by other nanites or by commanding the 
  nanoaugmentors to end their program. When this occurs, 
  nanoaugmentors are absorbed and recycled by the host 
  body. 
  Unlike other augmentations, nanoaugmentors can share 
  body systems with cybernetic or biotech augmentations.  
  However, you are limited to one active nanoaugmentor at 
  a time and can only have one nanoaugmentor per body 
  system.  Nanoaugmentors can be activated or inactivated 
  as a move action. 
  Injecting a nanoaugmentor does not require a skill check.  
  Each nanoaugmentor takes one minute per level to become 
  fully integrated into the host when it’s first injected.  
  Nanoaugmentors are the most expensive type of 
  augmentation but make up for their expense with ease of 
  use.   
  Crafting new nanoaugmentations requires a character to 
  have an Engineering skill equal to the nanoaugmentors’ 
  level and an engineering lab.  Although crafting 
  NANOTECH 
  Nanotech is the branch of future technologies 
  which deal with dimensions and tolerances of less 
  than 100 nanometers, especially the manipulation 
  of individual atoms and molecules. 
  NANITE  
  The basic working unit of nanotechnology is a 
  nanite, a single tiny robot that can be as small as a 
  dozen atoms in length. Nanite is a generic term: Any 
  robot built using nanotech, no matter what its 
  purpose, is a nanite. Each one must be constructed 
  and programmed for a specific purpose, and a 
  nanite's true power lies not in what it can do 
  individually, but what it can be programmed to do 
  in complete synchronization with millions of other 
  nanites that make up a nanocolony.  
  It is possible for a single item or piece of material 
  to be composed of hundreds or thousands of 
  different types of nanites, just as an animal is 
  composed of a multitude of different types of cells. 
  
   
   
  nanoaugmentors doesn’t save you any credits, creating 
  your own might be the only way to obtain them in regions 
  where nanotechnology is unavailable.  It takes one hour per 
  level 
  of 
  the 
  nanoaugmentors 
  to 
  manufacture 
  a 
  nanoaugmentor. 
  A nanovirus is a group of nanites acting like a virus to 
  enhance or alter a specific body function.   They move 
  through the body and alter boost the efficiency of cells they 
  are programmed to affect.  Unlike nanoaugmentors a 
  nanovirus is fast acting, taking only a single round to 
  activate.  However, the effects of a nanovirus are 
  temporary.  You can only have one active nanovirus at a 
  time unless otherwise noted.  If you are exposed to two or 
  more active nanoviruses you must make a Fortitude save 
  (DC = 10 + the sum of active nanoviruses’ levels), or gain the 
  nauseated condition for as long as you have more than one 
  active nanovirus, plus 1d6 rounds. 
  There are designer nanoviruses that lay dormant after 
  injection.  These designer nanoviruses are triggered by a 
  circumstance or as a conscious action by the recipient.  A 
  designer nanovirus can survive for up to a year after 
  injection before it is destroyed by the body’s natural 
  defense mechanisms.  You are limited to one dormant 
  designer nanovirus at a time.  Injecting more than one 
  dormant designer nanovirus simply causes the previously 
  one to get flushed from your system.  
  Each nanovirus has a specific delivery mechanism like a 
  pharmaceutical, most can be injected, some are ingested, 
  and a few are even delivered by suppository. 
  The experience of wearing nano-armor compared to 
  most common armor is like riding a high-performance 
  hover bike juxtaposed to riding your grandmother’s tricycle.  
  Both modes of transportation get you there but one does it 
  faster and in style.  In the case of armor, both armor types 
  provide protection from energy and kinetic weapons but 
  nano-armor generally out performs the rest because of its 
  ability to adjust its protection according to the greatest 
  need. 
  In many ways nano-armor is exactly like standard armor, 
  both provide bonuses to EAC and KAC, possess a maximum 
  Dexterity bonus, a potential armor check penalty, speed 
  adjustment, upgrade slots, and a bulk rating.  Unlike 
  standard armor many types of nano-armor provide flex AC 
  bonus that can be applied to EAC, KAC, or divided across 
  both armor class bonus types.  Donning nano-armor only 
  takes 1 round regardless of whether it’s considered light or 
  heavy armor.  When a character dons nano-armor you 
  predetermine what the EAC/KAC split will be with the flex 
  AC bonus.  A character can readjust the EAC/KAC bonus at 
  the beginning of their turn as a swift action in any round.  
  Upgrades for nano-armor must be made of nanites and 
  for this reason all armor upgrades for nano-armor cost 
  120% of their list price. 
  Nano-weapons are specialized nanoviruses which in 
  most cases cause harm to the subject rather than providing 
  a benefit. Most nano-weapons, like other applications of 
  nanotechnology, started with more altruistic goals before 
  the idea of weaponizing them came to fruition.  Few nano-
  weapons were conceptualized as potential weapons from 
  the start.  It’s usually near the end of the development life-
  cycle a scientist looking for additional research funds, or a 
  scientist of questionable ethics has the eureka moment 
  where they tell themselves, “Hey, wouldn’t this make an 
  awesome weapon, and I bet a defense company would pay 
  top dollar for the design specifications.” 
  Nano-weapons are stored in 1 ounce canisters and 
  almost always delivered by injection.  The needler pistol and 
  rifle presented in Chapter 7 of the Starfinder Core Rulebook, 
  and the retractable syringe presented in Section 4 of the 
  Gravity Age: Cybernetics Emporium, are the most common 
  delivery devices. 
  All nano-weapons with the injection delivery mechanism 
  can also be purchased as a nano-grenade by paying double 
  the normal purchase price.  A nano-grenade consists of the 
  typical nanite canister placed in a grenade-like container 
  whch deploys the nano-weapon as a 15-foot radius aerosol 
  burst. This makes them twice as dangerous in public but 
  much easier to defend against in military situations.  Any 
  armor that provides breathing as an environmental 
  protection automatically shields the wearer from the 
  effects of a nano-grenade. The aerosol deployment method 
  does not function in a vacuum. For additional information 
  on grenades, see the "Weapon Descriptions" section in 
  Chapter 7 of the Starfinder Core Rulebook.   
  Although all the other categories of nanotechnology are 
  by definition nanocolonies, the this section of the 
  emporium is a catch all for independent nanocolonies that 
  don’t fit into a specific category.  An independent 
  nanocolony is one that is capable of functioning and 
  surviving outside of a contained environment. Independent 
  
   
   
  nanocolonies can take many forms and can be either 
  airborne or part of another piece of technology. These 
  nanocolonies usually perform independent tasks, such as 
  creating, building, or destroying, without having to enhance 
  or alter an existing object. In fact, most independent 
  nanocolonies are designed to function as autonomous units 
  once released into the environment, only altering their 
  objectives 
  when 
  given 
  new 
  commands 
  or 
  new 
  programming. 
  Independent nanocolonies are among the most 
  dangerous because they can move about freely and cannot 
  be reclaimed easily (if at all) should a malfunction occur. In 
  some settings, independent nanocolonies are responsible 
  for the fall of entire civilizations. Some independent 
  nanocolonies are capable of wiping out entire planets, 
  moving from one location to the next devouring and 
  destroying anything that stands in their way. 
  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 the nanotech previously described in this 
  emporium, 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 2-1 Nanoaugmentors 
  Focus overload 
  1 
  450 
  Brain 
  Watchdog 
  1 
  400 
  Spine 
  Darkvision 
  3 
  1,950 
  Eyes 
  Personal upgrades, minor 
  3 
  1,400 
  NA 
  Prophecy 
  3 
  1,680 
  Brain 
  Proprioception 
  3 
  1,675 
  Brain and Spine 
  Psionic dampener 
  3 
  1,675 
  Brain 
  Chatter 
  5 
  3,125 
  Brain 
  Twenty/Twenty, standard 
  5 
  2,985 
  Eyes 
  Environ-x, standard 
  6 
  4,800 
  Skin 
  Nociception, standard 
  6 
  3,955 
  Skin 
  Personal upgrades, standard 
  7 
  6,500 
  NA 
  Twenty/Twenty, darkvision 
  7 
  6,915 
  Eyes 
  Acoustic wayfinder, standard 
  8 
  10,740 
  Ears 
  Focus regulator 
  8 
  14,400 
  Brain 
  Cyber psychosis dampener, standard 
  9 
  20,000 
  Brain 
  Perfect memory 
  10 
  22,200 
  Brain 
  Soullink 
  10 
  22,000 
  Brain 
  Nociception, advanced 
  11 
  24,955 
  Skin 
  Environ-x, advanced 
  12 
  57,600 
  Skin 
  Acoustic wayfinder, advanced 
  13 
  58,800 
  Ears 
  Biofountain 
  13 
  60,000 
  All 
  Personal upgrades, major 
  14 
  75,000 
  NA 
  Nociception, superior 
  15 
  122,000 
  Skin 
  Cyber psychosis dampener, advanced 
  17 
  288,000 
  Brain 
  Doppelganger 
  18 
  360,300 
  Skin and Eyes 
  Environ-x, superior 
  18 
  359,950 
  Skin 
   
  SYSTEM 
  Ears 
  MODEL 
  LEVEL 
  PRICE 
  Standard 
  8 
  10,740 
  Advanced 
  13 
  58,800 
  This nanoaugmentor allows the character to navigate 
  and react to their environment using audio feed back rather 
  than visual ques in a method similar to echolocation.  
  Standard acoustic wayfinder nanites grant you the 
  blindsense special ability with a range of 30 feet.  Characters 
  injected with advanced acoustic wayfinder nanites gain 
  blindsight with a 30 foot range.  The blindsense and blind 
  sight ranges double underwater, but don’t work at all if the 
  character is in a vacuum.  For additional information on 
  blindsense and blindsight, see the "Senses" section in 
  Chapter 8 of the Starfinder Core Rulebook. 
   
   
   
  SYSTEM 
  All 
  MODEL 
  LEVEL 
  PRICE 
  Standard 
  13 
  60,000 
  This is a nanoaugmentor for those who want to live 
  forever, and is frequently injected into the rich and famous, 
  biofountain virtually eliminates disease and is solely 
  responsible for doubling the life expectancy of its recipient.  
  Any recipient of this nanoaugmentor becomes immune to 
  disease and gains Fast Healing 1 as long as the 
  nanoaugmentor is active in all body systems. 
   
  SYSTEM 
  Brain 
  MODEL 
  LEVEL 
  PRICE 
  Standard 
  5 
  3,125 
  Chatter is a useful nanoaugmentor colony frequently 
  injected into soldiers on covert missions. It allows 
  communication without speech. In many ways, chatter 
  
   
   
  resembles the technology of the internal communicator. 
  However, unlike the internal communicator, the nanites in 
  a chatter nanoaugmentors attach directly to the speech and 
  language centers of the brain. When you wish to 
  communicate via your chatter nanites, you need only to 
  think of what you would say and the nanoaugmentors 
  transmit those thoughts over a communications channel. 
  When other nanites receive the communication, they 
  transmit the information directly into your brain. 
  Each set of chatter nanites is keyed to only communicate 
  with other chatter colonies sharing the same encryption 
  key.  Individuals without the chatter nanites can 
  communicate and receive communications from those with 
  the chatter nanoaugmentors through a computer system or 
  communicator properly keyed into the same encrypted 
  communications channels. 
  When 
  you 
  are 
  injected 
  with 
  the 
  chatter 
  nanoaugmentors, you must spend 30 minutes practicing so 
  that ambient thoughts do not interfere with the 
  communications. 
   
  SYSTEM 
  All 
  MODEL 
  LEVEL 
  PRICE 
  Standard 
  9 
  20,000 
  Advanced 
  17 
  288,000 
  The cyber psychosis dampener is a nanoaugmentor 
  designed to combat the increasing number of cyber 
  psychosis cases due to the prevalence of hedge cybernetic 
  surgeons on the fringes of known space.  These nanites 
  reduce the effects of cyber psychosis to 1 round when 
  triggered by a failed ability check, skill check, saving throw, 
  or attack roll.  The advanced cyber psychosis dampener 
  allows a character to spend 1 Resolve Point as a reaction to 
  remove the cyber psychosis effect. For additional 
  information on Cyber Psychosis, see the "Cybernetics 
  Overview" section in Section 1 of the Gravity Age: 
  Cybernetics Emporium. 
   
  SYSTEM 
  Eyes 
  MODEL 
  LEVEL 
  PRICE 
  Standard 
  3 
  1,950 
  One of many useful nanoaugmentors, you gain the ability 
  to see 60 feet in total darkness. Darkvision is black and 
  white only but otherwise like normal sight.  Darkvsion can 
  be turned on or off as a swift action. 
   
   
   
   
  SYSTEM 
  Skin/Eyes 
  MODEL 
  LEVEL 
  PRICE 
  Standard 
  18 
  360,300 
  Devious nanoaugmentors popular with criminals, the 
  doppelganger nanites act as a dynamic plastic surgery 
  system. They alter the physical appearance of their host. 
  The nanoaugmentors can change the hair and eye color of 
  a character instantly and, if desired, can reconfigure the 
  bone structure and actual facial appearance of a character 
  in ten minutes. 
  Reconfiguring the bone structure and facial features of a 
  hero are excruciatingly painful. Most doppelganger colonies 
  release anesthetics before and during the process to 
  eliminate or reduce some of the pain. A doppelganger 
  colony can change the hero’s features any number of times, 
  though each time requires 30 minutes of transformation 
  time and another 30 minutes of recovery time. A character 
  that has doppelganger nanoaugmentors transform their 
  physical features gains the nauseated condition for the first 
  30 minutes and sickened condition during the recovery 
  period. 
  Once the transformation is complete you gain a +10 on 
  Disguise skill checks to impersonate the subject of your 
  transformation.  You must have seen and observed your 
  subject at least once for at least 5 minutes. 
   
  SYSTEM 
  Skin 
  MODEL 
  LEVEL 
  PRICE 
  Standard 
  6 
  4,800 
  Advanced 
  12 
  57,600 
  Superior 
  18 
  359,950 
  One of the “second skin” nanoaugmentors, environ-x 
  creates 
  a 
  network 
  of 
  nanolattices 
  producing 
  an 
  environmental field (a minor force field specially attuned to 
  pressure and temperature that does not reduce damage 
  from attacks). The recipient does not have to make a 
  Fortitude save to avoid environmental damage from cold 
  and heat. Further, the recipient of advanced environ-x gains 
  fire resistance 5 and cold resistance 5.  Superior environ-x 
  increases the cold and heat resistance to 10. 
   
  SYSTEM 
  Brain 
  MODEL 
  LEVEL 
  PRICE 
  Standard 
  1 
  475 
  Focus overload nanoaugmentors allow you to memorize 
  a long string of numbers, a long passage of verse, or some 
  other particularly difficult piece of information including 
  symbols, ancient languages you don’t speak, and exotic 
  
   
   
  scripts.  Each round you can memorize a single page of text 
  (up to 800 words), numbers, diagrams, or sigils (even if you 
  don’t recognize their meaning). If a document is longer than 
  one page, you can take as many rounds as necessary. If you 
  are interrupted, you can pick up where you left off.  You 
  retain this information as long as the focus overload 
  nanoaugmentors are active.  
  It takes 1 round to retrieve information stored with focus 
  overload nanoaugmentors. However, each time you use 
  this ability to memorize or retrieve information you gain the 
  staggered condition for a minimum of 1 round during the 
  memorization or retrieval process. 
   
  SYSTEM 
  Brain 
  MODEL 
  LEVEL 
  PRICE 
  Standard 
  8 
  14,400 
  After the focus regulator injection nanites travel directly 
  to the recipient’s frontal lobes, temporal grey matter, 
  caudate nucleus, and cerebellum.  This regulator has much 
  of the same effect as drugs used to treat Attention Deficit 
  Disorder and improves concentration, impulse control, 
  inhibition, and motor activity. The focus regulator 
  nanocolony provides a +1 circumstance bonus to all skill 
  checks, and a +2 circumstance bonus to Will saves. 
  However, use of focus regulators inhibits emotions and the 
  recipient receives a –2 penalty to Charisma. 
   
  SYSTEM 
  Skin 
  MODEL 
  LEVEL 
  PRICE 
  DR 
  Standard 
  6 
  3,955 
  2/- 
  Advanced  
  11 
  24,955 
  4/- 
  Superior 
  15 
  122,000 
  6/- 
  After injection, nociception nanoaugmentors travel to 
  the character’s skin where they attach themselves to the 
  character’s nervous system and block their pain receptors.  
  Nociception nanites allow the character to withstand 
  unnatural levels of pain.  When active, these nanites grant 
  the character different grades damage reduction against 
  Stamina damage based on the model of the nociception 
  nanites.  The damage reduction ends when the character’s 
  Stamina Points are reduced to 0 and they begin taking Hit 
  Point damage.   
   
  SYSTEM 
  Brain 
  MODEL 
  LEVEL 
  PRICE 
  Standard 
  10 
  22,200 
  Perfect memory is a blessing and a curse.  The perfect 
  memory nanoaugmentors train your brain through micro-
  shock therapy.  You gain a +4 circumstance bonus to all 
  Intelligence skill checks, but if you fail an Intelligence skill 
  check roll you gain the dazed condition until your next 
  action. 
   
  TYPE 
  NA 
  THERAPY 
  LEVEL 
  PRICE 
  ABILITY 
  Minor 
  3 
  1,400 
  +2 
  Standard 
  7 
  6,500 
  +4 
  Major 
  14 
  75,000 
  +6 
  The nanoaugmentors attach themselves to the host’s 
  cells augmenting the natural abilities of a specific cell type. 
  These nanites produce massive physical or mental changes 
  in the character.  These upgrades use the Personal Upgrade 
  rules presented in the Starfinder Core Rulebook, under the 
  Augmentations section under Equipment.   
   
  SYSTEM 
  Brain and Spine 
  MODEL 
  LEVEL 
  PRICE 
  Standard 
  3 
  1,680 
  Another one of the brain-altering nanoaugmentations, 
  prophecy allows the character to receive visual and audio 
  data from a remote source. Prophecy nanoaugmentors link 
  to a computer system that receives images and video from 
  multiple sources and funnels the information directly to the 
  nanocolony. A character can be fed images from other 
  locations, giving them access to everything from security 
  camera locations to computer representations of terrain. 
  Like chatter, prophecy is often used on soldiers in the field 
  to transmit dynamic battlefield representations directly 
  into a soldier’s mind. Additionally, prophecy is used to give 
  mission briefings on the fly. However, prophecy nanites 
  cannot record or transmit data, and only act as receivers of 
  information from the remote computer system.  It takes 
  2d6 rounds to tune prophecy into a wireless channel. 
   
  SYSTEM 
  Brain and Ears 
  MODEL 
  LEVEL 
  PRICE 
  Standard 
  3 
  1,675 
  Any character injected with the proprioception obtains a 
  heightened sense of awareness, the effort being employed 
  in their movement, and the relative positions of their own 
  body part’s.  Receptors in the character’s nervous system 
  even gain some information about the body’s position 
  before 
  the 
  position 
  is 
  obtained. 
  Proprioception 
  nanoaugmentors grant the character a +1 insight bonus to 
  all Dexterity based skill checks. 
   
   
  
   
   
   
  SYSTEM 
  Brain 
  MODEL 
  LEVEL 
  PRICE 
  Standard 
  3 
  1,675 
  A psionic dampener is an inhibitor that characters can 
  find beneficial or harmful. Originally, psionic dampeners 
  were designed to suppress a person’s inherent psionic 
  ability and help quite the intrusive thoughts of those around 
  you.   This often happens to newly awakened minds. A 
  psionic dampener suppresses all of a character’s 
  psionic/phrenic abilities when active, making it impossible 
  to use any psionic powers. A non-psionic character may 
  choose this nanoaugmentor because it also provides the 
  character with a +4 enhancement bonus to all saves made 
  to resist the effects of mind effecting spells and powers.  It’s 
  a swift action to activate or deactivate these nanites.  These 
  nanites are not flushed from the body when inactive they 
  simply lay dormant.  
   
  SYSTEM 
  Brain 
  MODEL 
  LEVEL 
  PRICE 
  Standard 
  10 
  22,000 
  Pilots and drivers that want greater interaction with their 
  vehicles frequently seek out soullink injections. The soullink 
  nanites connect the mind of a character directly to the 
  vehicle, starship, or mecha the character is currently 
  piloting. The mind of the pilot directly links to the vessel, 
  melding his consciousness with it. The pilot maneuvers the 
  vessel as though it were an extension of his body. In 
  combat, this nanoaugmentation allows the pilot to know 
  when and where the vessel sustains damage; he also knows 
  the severity of the damage without requiring an 
  Engineering skill check. 
  An unfortunate drawback to this link between pilot and 
  machine is that if the vessel’s onboard computer system 
  suffers trauma, such as when it takes damage, the pilot’s 
  mind often suffers damage as well. Whenever a soullinked 
  vessel suffers damage to its computer systems, the 
  soullinked pilot must make a Will save (DC 20) or suffer an 
  immediate 1d4 points of ability damage to his Wisdom 
  score. 
  A character with this nanoaugmentation gains a +6 bonus 
  on Pilot skill checks while piloting a soullinked vessel. This 
  nanoaugmentation works with only those vessels that 
  support soullink technology. 
   
  SYSTEM 
  Eyes 
  MODEL 
  LEVEL 
  PRICE 
  Standard 
  5 
  2,985 
  Darkvision 
  7 
  6,915 
  One nanoaugmentation that can be incredibly useful for 
  scouts and investigators is the twenty/twenty nanocolony. 
  By attaching to and enhancing sensitivity of a creature’s 
  optic nerves, the 20/20 nanites improve the creature’s 
  vision. One of the most common consumer nanotech 
  injections, 20/20 corrects eye problems such as 
  nearsightedness or a stigmatism. A creature injected with 
  20/20 nanites immediately gains a +2 enhancement bonus 
  to all vision-based Perception checks. 
  Darkvision twenty/twenty includes the ability to see 60 
  feet in total darkness, but in black and white. Activating 
  darkvision is a swift action. 
   
  SYSTEM 
  Spine 
  MODEL 
  LEVEL 
  PRICE 
  Standard 
  1 
  400 
  Often used in medical situations as well as in space 
  exploration, the watchdog nanoaugmentation is a catchall 
  phrase used to describe nanocolonies that monitor the 
  health condition of a creature. Watchdog nanites monitor 
  everything from heart rate and blood pressure to brain 
  activity and the purity of air being taken into a host’s lungs. 
  Hospitals and other medical facilities often inject their 
  patients with watchdog nanocolonies to monitor vital signs 
  and watch for early warning signs of illness relapses or other 
  medical problems. Additionally, organizations involved in 
  space exploration often use the nanoaugmentation to 
  monitor the vital signs of their explorers in remote regions 
  of space. Watchdog nanocolonies can be linked to 
  computer 
  systems 
  to 
  monitor 
  and 
  report 
  data 
  automatically. However, a watchdog nanocolony cannot 
  take action to heal or prevent damage to a host in the event 
  of a problem with the host body’s physiology.  It takes 2d6 
  round to tune watchdog into a wireless channel. 
   
  
   
   
  Table 3-1 Nanoviruses 
  Nano-hunter, standard 
  1 
  80 
  Injection 
  Calcion 
  2 
  165 
  Injection 
  Photon refractors, limited 
  2 
  170 
  Injection 
  Hydro-lung 
  3 
  355 
  Injection 
  Leukonytes 
  3 
  375 
  Injection 
  Linguist 
  3 
  345 
  Injection 
  Neuron boost 
  4 
  500 
  Injection 
  Panacea, standard 
  4 
  450 
  Injection 
  Adaptive organ replacement, standard 
  5 
  800 
  Injection 
  Micro-muscels 
  5 
  755 
  Injection 
  Overdrive 
  5 
  750 
  Injection 
  Photon refractors, standard 
  5 
  750 
  Injection 
  Poly-vi, standard 
  5 
  1,000 
  Injection 
  Speedstitch, standard 
  5 
  720 
  Injection 
  Nano-hunter, advanced 
  6 
  2,000 
  Injection 
  Adaptive organ replacement, designer 
  7 
  1,750 
  Injection 
  Brain boost 
  7 
  1,750 
  Injection 
  Speedstitch, designer 
  7 
  1,720 
  Injection 
  Photon refractors, advanced 
  8 
  2,770 
  Injection 
  Sixth sense 
  8 
  2,550 
  Injection 
  Poly-vi, advanced 
  10 
  7,000 
  Injection 
  Breach, designer 
  11 
  6,250 
  Injection 
  Nano-hunter, superior 
  11 
  12,500 
  Injection 
  Panacea, advanced 
  11 
  6,400 
  Injection 
  Regenous-N 
  13 
  12,500 
  Injection 
  Aegis, standard 
  14 
  25,500 
  Injection 
  Poly-vi, superior 
  15 
  40,000 
  Injection 
  Aegis, designer 
  16 
  39,950 
  Injection 
  Nano-hunter, ultra 
  16 
  87,500 
  Injection 
  Poly-vi, ultra 
  20 
  333,335 
  Injection 
   
   
  SYSTEM 
  Virus 
  MODEL 
  LEVEL 
  PRICE 
  Standard 
  5 
  800 
  Designer 
  7 
  1,750 
  Necessity is often said to be the mother of innovation.  
  The adaptive organ replacement nanovirus was engineered 
  to treat grievous wounds on the battlefield in situations 
  where time is of the essence and proper medical facilities 
  might not be available.  
  One of the most interesting and useful developments in 
  the field of biotech is the concept of adaptive organ 
  replacement. Often used on battlefields and in situations 
  where time is of the essence.  Adaptive organ replacement 
  provides a quick and versatile solution to cloned organs and 
  limbs. Adaptive organs are actually formless blobs of 
  organic matter (“organiform”) infused with nanocolonies 
  and a variety of chemicals. This mix serves as a stopgap 
  measure to keep a subject alive until they can be given a 
  sufficiently cloned organ or cybernetic replacement. The 
  formless organic matter is injected or otherwise inserted 
  into an injured creature or character. 
  Adaptive organ replacement will keep a damaged organ 
  functioning for up to 48 hours.  Advanced adaptive organ 
  replacement can prolong an organ’s function for up to two 
  weeks.  These nanites cannot be applied to the same organ 
  more than once and if the organ isn’t repaired or replaced 
  within limited timeframe the character will suffer the 
  appropriate effects based on the organ. (i.e. If it’s an eye 
  the character loses sight, if it’s a heart the character 
  automatically suffers massive damage and dies.) 
  
   
   
   
  SYSTEM 
  Virus 
  MODEL 
  LEVEL 
  PRICE 
  Standard 
  14 
  25,500 
  Designer 
  16 
  39,950 
  The aegis nanovirus is frequently used by spies and other 
  individuals trying to enter places inconspicuously and who 
  want to boost their defenses when the “poop” hits the fan. 
  It forms a carbon lattice just beneath the skin protecting the 
  recipient from kinetic and energy weapons. 
  You gain DR 5/- against kinetic damage including 
  bludgeoning, piercing, and slashing damage.  You also gain 
  energy resistance 5 against a single energy type.  You must 
  choose the energy type (acid, cold, electricity, fire, or sonic 
  damage) when the aegis nanovirus is activated.  You may 
  force the nanites to change the type of energy resistance as 
  a move action on your turn as many times as you choose as 
  long as the nanovirus is active.  The aegis nanovirus last for 
  2d6 minutes before expending its energy and getting 
  flushed from the recipient’s body systems. 
   
  SYSTEM 
  Brain 
  MODEL 
  LEVEL 
  PRICE 
  Standard 
  7 
  1,750 
  Brain boost is a nanoaugmenter that gives the brain 
  increased memory capacity frequently used by scientists, 
  researchers, and mathematicians. The nanites in brain 
  boost latch onto the memory and thought centers of the 
  brain and transmit data back and forth between these 
  centers at an incredible rate. Each nanite can store large 
  amounts of data and acts as a temporary memory storage 
  center. Brain boost nanites also move back and forth 
  between various memory centers, copying and moving 
  information in the most efficient manner possible. 
  Your thought and memory abilities are increased greatly. 
  Any character injected with brain boost gains a +4 
  enhancement bonus to Intelligence. This bonus remains in 
  effect for up to 4 hours as long as the nanoaugmenters 
  remain attached to the brain.  
   
  SYSTEM 
  Virus 
  MODEL 
  LEVEL 
  PRICE 
  Designer 
  11 
  6,250 
  Of all the nanoviruses, breach is the most exotic and one 
  of the most dangerous to use.  Each breach nanovirus fits 
  on the head of a pin.  When breach is injected it replicates 
  itself until ever cell in the recipient’s body has a breach 
  nanovirus incorporated within it.  It takes 1 minute for the 
  nanovirus to spread throughout the body and the recipient 
  normally gets a strong metallic taste in their mouth during 
  this process.  Breach goes dormant after this process and 
  can remain so for up to a year.   
  When breach is activated, it changes the harmonic 
  quantum frequency of the recipient’s body and equipment 
  putting them slightly out of phase with their surroundings.  
  This allows the recipient to pass through metal, plaster, 
  plastic, stone, or wood by allowing the recipient to pass 
  through the space between the atoms.  It does not allow 
  the recipient to pass through force fields or star metals.  
  While out of phase, the recipient is considered incorporeal 
  with all its benefits and drawbacks.   
  Once breach is activated it can be used up to 5 times over 
  the course of the next hour before it expires.  Each time 
  breach is used the recipient is only out of phase a brief 
  instant (only long enough to take a single action).  Breach is 
  activated as a swift action which allows the recipient to 
  immediately use a single move action to pass through a wall 
  or barrier.  While out of phase you can travel as far as you 
  can move.   
  If you come back into phase while in an object it almost 
  always results in death as your atoms are intertwined with 
  those of the surrounding materials.  If you are within 5 feet 
  of an opening, you are entitled to a Reflex save (DC 25) to 
  safely make it out of the solid object.  If you fail by 5 or less 
  you are stuck in the surface of the solid object (use the 
  Table: Wounding Weapons in The Starfinder Role Playing 
  Game to determine the effect and damage).  If you fail by 6 
  or more you die an instant death by having your atoms 
  merged with those of the solid object.  If you succeed the 
  reflex save you narrowly escape death. 
   
  SYSTEM 
  Virus 
  MODEL 
  LEVEL 
  PRICE 
  Standard 
  2 
  165 
  The calcion nanovirus is one of the most beneficial and  
  commonly used nanocolonies in the field of medicine. 
  Calcion is a bone-knitting nanite that repairs fractures and 
  breaks in bones with advanced calcium-grafting technology. 
  Additionally, calcion repairs joints and aids with skin 
  regeneration. A character injected with calcion heals Hit 
  Point damage at twice their normal natural rate until she 
  reaches full hit points or 24 hours has passed. After your 
  health is fully restored, the calcion nanoaugmentors 
  deactivate and cease to function. 
   
   
   
  
   
   
   
  SYSTEM 
  Virus 
  MODEL 
  LEVEL 
  PRICE 
  Standard 
  3 
  355 
  Hydro-lung was one of the first nanovirus applications.  
  When the nanovirus is injected into the character the 
  nanovirus  attaches to the alveoli in the lungs and allows the 
  lungs to extract oxygen directly from any type of water. 
  Activating the nanovirus is a rather unpleasant 
  experience, you gain the staggered condition the first round 
  you begin breathing water.  After overcoming the fear of 
  drowning and your body’s natural responses to inhaling 
  water, you can act normally.  These nanite allow you to 
  breath underwater as long as you are submerged.  
  Deactivating the nanovirus is equally unpleasant. You gain 
  the staggered condition while forcing the water out of your 
  lungs.  If you need to briefly come to the surface it is 
  possible to hold your breath or in this case hold your water 
  while operating out of the water.  See The Starfinder Role 
  Playing Game for rules on holding your breath. 
   
  SYSTEM 
  Virus 
  MODEL 
  LEVEL 
  PRICE 
  Standard 
  6 
  975 
  JTR-102b or “Jitter” is a military grade solution to the 
  absence of a cup of coffee and a good night’s rest.  Jitter 
  allows mission critical employees to operate around the 
  clock without stopping to rest.  When jitter is injected it 
  immediately attaches itself to the subject’s nervous and 
  endocrine systems.  The nanites assist in the production 
  hormones, adrenalin, and other chemicals that emulate the 
  effects of a good night rest.   
  Any subject injected with jitter gains all the benefits of 8 
  full hours of uninterrupted rest.  This allows the subject to 
  regain some Hit Points, all their Stamina Points, and remove 
  the fatigued or exhausted condition.  (If spell casting is 
  present in your campaign a caster may still have to spend 
  time to study or pray to memorize spells). 
  Although the effect of the nanites is non-addictive, there 
  are occasionally some undesired side effects.  Overuse, or a 
  simple bad reaction to jitter results in confusion.  Each time 
  jitter is used there is a 1% chance of gaining the confused 
  condition because parts of the brain fail to reset while the 
  body releases extra hormones, adrenalin, etc. If a subject 
  were to take jitter for several consecutive days their chance 
  of confusion doubles each time its used 1%, 2%, 4%, 8%, 
  16%, 32%, 64%, 100%.   There is no saving throw against this 
  confusion and the condition lasts for 24 hours or a 
  specialized nano-hunter is administered to counter the 
  effects of the jitter nanites. In addition, once anyone has 
  succumbed to jitter induced confusion they can no longer 
  use the nanovirus without regaining the confused 
  condition. 
  Jitter can only be used once per day.  The nanites remain 
  active in the user’s system for 24 hours. Additional 
  injections have no benefits, but do require the subject to 
  make and additional % check to avoid the confused 
  condition.   
   
  SYSTEM 
  Virus 
  MODEL 
  LEVEL 
  PRICE 
  Standard 
  3 
  375 
  The leukonyte nanovirus carry out tasks similar to white 
  blood cells, protecting the body against both infectious 
  disease and foreign invaders including; viruses, bacteria, 
  and toxins. The recipient gains a +4 bonus on Fortitude 
  saves against poison or disease. These nanoaugmentors are 
  commonly administered to soldiers, medical personnel, and 
  researchers working with or in areas plagued by disease or 
  bioweapons.  The leukonytes nanovirus provides disease 
  resistance for 7 days before going inactive and flushing from 
  your system. 
   
  SYSTEM 
  Virus 
  MODEL 
  LEVEL 
  PRICE 
  Standard 
  3 
  345 
  The linguist nanovirus allow you to read, understand, and 
  communicate in a language you don’t understand. For this 
  nanovirus to work you must have the physical and mental 
  means to communicate. The nanovirus last for 24 hours 
  after injection or until its dismissed.  You must spend 10 
  minutes acclimating to a new language before you are 
  considered proficient. 
   
  SYSTEM 
  Virus 
  MODEL 
  LEVEL 
  PRICE 
  Standard 
  5 
  755 
  These nanites are often used to enhance soldiers and 
  those involved in athletics. Micro-muscle nanites attach 
  themselves to muscles which enables them to perform 
  beyond their normal limitations. Micro-muscles not only 
  enhance the strength of a creature injected with the 
  nanites, but also allows the creature to push its muscles 
  beyond their normal capacity.  
  Any creature or character injected with micro muscles 
  gains a +4 bonus to Strength while the nanites are 
  functioning. The subject gains an additional +4 bonus on all 
  Athletics skill checks involving endurance or long-term 
  
   
   
  activity.  The nanovirus lasts for up to 4 hours or as long as 
  the nanites are attached to the subject’s muscles. 
   
  SYSTEM 
  Virus 
  MODEL 
  LEVEL 
  PRICE 
  Standard 
  1 
  80 
  Advanced 
  6 
  2,000 
  Superior 
  11 
  12,500 
  Ultra 
  16 
  87,500 
  Nano-hunters are nanoviruses with one specific purpose: 
  to search and destroy other nanites. The nano-hunter 
  nanites can be injected into a living creature to destroy one 
  nano augmentation, colony, or virus already in the subject.   
  Before a nano-hunter can be used, it must be 
  programmed to seek out and destroy a specific type of 
  nanite.  Any computer or neural computer with a datajack 
  can perform this task as a full round action.   After nano-
  hunter is programmed it is injected like other nanoviruses.  
  In situations where time is of the essence, it’s not 
  uncommon for a nano-hunter to be preprogrammed.  Once 
  a nano-hunter has been programmed it cannot be changed 
  without a Computers skill check (DC 15 + nano-hunter’s 
  level). It can never be reprogrammed after injection. 
  The maximum nanite level effected by a nano-hunter is 
  the nano-hunter’s level plus four. (i.e. a 1st level nano-
  hunter can destroy up to a 5th level nanovirus, 
  nanoaugmentor, nanocolony, or nanoweapon). 
   
  SYSTEM 
  Brain 
  MODEL 
  LEVEL 
  PRICE 
  Standard 
  4 
  500 
  The neuron boost nanovirus attaches itself to your 
  central nervous system increasing your reaction times.  You 
  can react much faster to changing conditions than you 
  would normally. While the neuron boost nanovirus is active 
  you gain a +2 enhancement bonus to initiative and a +4 
  enhancement bonus to Reflex saving throws.  The neuron 
  boost nanovirus remains active for 4 hours as long as it 
  remains attached to your central nervous system. 
   
  SYSTEM 
  Virus 
  MODEL 
  LEVEL 
  PRICE 
  Standard 
  5 
  750 
  Frequently used by soldiers and special operations 
  groups, overdrive is a popular nanovirus.  It works by 
  attaching itself to your central nervous system and muscle 
  receptors granting you enhanced speed.  The targeted 
  creatures move and act more quickly than normal. This 
  extra speed is a haste-like effect. 
  When making a full attack, while under the effect of the 
  overdrive nanovirus you can also take a separate move 
  action in order to move. The movement can occur before, 
  after, or between the attacks from the full attack. All 
  movement must occur at the same time. All your modes of 
  movement (including base, burrow, climb, fly, and swim 
  speeds) increase by 30 feet, to a maximum of twice your 
  normal speed using that form of movement. This increase 
  counts as an enhancement bonus, and applies to your 
  jumping distance as a bonus for increased speed.  
  The overdrive nanovirus only last 4d6 rounds before 
  burning itself out and it doesn’t stack with any haste effect. 
   
  SYSTEM 
  Virus 
  MODEL 
  LEVEL 
  PRICE 
  Standard 
  4 
  495 
  Advanced 
  11 
  6,400 
  Panacea is a powerful nanovirus used by medics to 
  remove afflictions from a recipient, potentially neutralizing 
  diseases, infestations, poisons, and other harmful 
  conditions. The recipient is entitled to a new saving throw 
  with a +4 circumstance bonus for each or their active 
  afflictions (DC = the DC of the affliction).  Success means the 
  affliction is removed.  In addition, if the recipient is blind or 
  deaf due to an affliction or damage, panacea restores their 
  vision and hearing unless the appropriate organ has been 
  entirely removed from the subject’s body. 
  A creature that is cured with panacea takes no additional 
  effects from the diseases, infestations, or poisons removed, 
  and any temporary effects are ended.  The nanovirus does 
  not reverse instantaneous effects, such as Hit Point 
  damage, temporary ability damage, or effects that don’t go 
  away on their own (such as poison states). This nanovirus 
  does not prevent the target from being afflicted by the 
  same disease, infestation, or poison after a later exposure 
  at a later date. 
  Advanced panacea allows the character to spend one 
  resolve point and automatically remove a single affliction. 
   
  SYSTEM 
  Virus 
  MODEL 
  LEVEL 
  PRICE 
  Limited 
  2 
  170 
  Standard 
  5 
  750 
  Advanced 
  8 
  2,770 
  Photon refractor nanites attach themselves to the 
  subjects endoderm (skin) and actually bend light waves as 
  they approach the subject.  A round after injecting the 
  standard photon refractors the subject’s outline appears 
  blurred, shifting, and wavering. This distortion grants the 
  
   
   
  subject concealment (20% miss chance).  Any subject using 
  the limited photon refractors must use at least one move 
  action each round to gain this benefit.  The advanced 
  photon refractors allows the subject to benefit from total 
  concealment (50% miss chance), but unlike normal total 
  concealment conditions this does not prevent enemies 
  from targeting the subject. This effect last for 4d6 rounds 
  before the nanites are drained of power and are removed 
  from the subject’s system by natural means.  
  The ability to see invisibility does not counteract the blur 
  effect, but a true seeing does. Opponents that cannot 
  visually see the subject ignore the nanovirus’s effect 
  (though fighting an unseen opponent carries penalties of its 
  own). 
   
  SYSTEM 
  Virus 
  MODEL 
  LEVEL 
  PRICE 
  Standard 
  5 
  1,000 
  Advanced 
  10 
  7,000 
  Superior 
  15 
  40,000 
  Ultra 
  20 
  333,335 
  By far the most expensive, yet most versatile line of 
  nanoviruses is poly-vi.  Poly-vi can mimic the effects of any 
  other nanovirus of equal or lesser level.  Prior to injection 
  poly-vi must be given instructions as to which nanovirus it 
  will be replicating.  Any computer or neural computer with 
  a datajack can perform this task as a full round action.   After 
  poly-vi is programmed it is injected like other nanoviruses. 
  Poly-vi manufacturers are required to build safety 
  protocols into their nanovirus, which prevent them from 
  being used to create nano-weapons or gray goo. 
   
  SYSTEM 
  Brain 
  MODEL 
  LEVEL 
  PRICE 
  Standard 
  13 
  12,500 
  Regenerous-N is a miracle of science for characters and 
  others  suffering from severed body members (fingers, toes, 
  hands, feet, arms, legs, tails, or even heads of multiheaded 
  creatures), broken bones, and ruined organs (including 
  eyes). The regenerous-n nanovirus allows you to grow 
  severed body members back. It rebuilds your missing body 
  parts by reading the blueprints from your DNA. 
  After the nanovirus is injected, the physical regeneration 
  is complete in 1 round if the severed members are present 
  and touching the creature. The severed member must be 
  reattached within one hour to be viable for reattachment.  
  If the severed member is not available it takes 2d10 hours 
  to completely regrow a limb or organ. 
  Regenerous-N also restores 2d8 Hit Points per round for 
  6 rounds, and eliminates all nonlethal damage the target 
  has taken. It has no effect on nonliving creatures (including 
  undead).  However, it can be used to repair cybernetics 
  since they are programmed into the recipient’s genes. 
   
  SYSTEM 
  Virus 
  MODEL 
  LEVEL 
  PRICE 
  Standard 
  8 
  2,550 
  The sixth sense nanovirus augments the recipient’s 
  intuitive faculty giving them increased awareness beyond 
  that which is considered normal perception. When you are 
  surprised, you may make a Wisdom check (DC 15) to act 
  during the surprise round.  You also gain a +2 insight bonus 
  to Perception skill checks. This augment last 4 hours or until 
  it is deactivated.  You cannot rest to regain stamina while 
  this nanovirus is active.  
   
  SYSTEM 
  Virus 
  MODEL 
  LEVEL 
  PRICE 
  Standard 
  5 
  720 
  Designer 
  7 
  1,720 
  Speedstitch is composed of nanites proficient in 
  accelerating the body’s natural healing process allowing it 
  to rapidly repairing hit point damage. Each injection of the 
  speedstitch nanovirus heals 3d6 points of damage 
  immediately upon introduction to the recipient’s body.  
  Once this healing is complete, the speedstitch nanites 
  deactivate and cease to function.  
  Designer speedstich nanovirus lays dormant in your 
  system and may be activated as a swift action on your turn 
  or automatically as a reaction if you are reduced to 0 Hit 
  Points.  Designer speedstich can remain in your system for 
  up to a year before expiring. 
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  Table 4-1 Nano-armor 
  NAME 
  LEVEL 
  PRICE 
  EAC 
  BONUS 
  KAC 
  BONUS 
  FLEX 
  AC 
  BONUS 
  MAX  
  DEX 
  BONUS 
  ARMOR 
  CHECK 
  PENALTY 
  SPEED 
  ADJ. 
  UPGRADE 
  SLOTS 
  BULK 
  Smart Suite 1 
  5 
  3,050 
  4 
  4 
  4 
  4 
  - 
  - 
  1 
  L 
  Reactive Amor 1 
  6 
  5,000 
  8 
  8 
  4 
  2 
  -1 
  - 
  2 
  1 
  Smart Suite 2 
  11 
  25,250 
  11 
  11 
  6 
  5 
  - 
  - 
  2 
  L 
  Reactive Amor 2 
  12 
  50,000 
  15 
  15 
  6 
  3 
  -1 
  - 
  4 
  1 
  Fortified Vest [20%] 
  13 
  50,000 
  15 
  15 
  - 
  4 
  - 
  - 
  2 
  L 
  Fortified Vest [40%] 
  15 
  128,000 
  17 
  17 
  - 
  5 
  - 
  - 
  3 
  L 
  Fortified Vest [60%] 
  17 
  295,000 
  19 
  19 
  - 
  6 
  - 
  - 
  5 
  L 
  Smart Suite 3 
  17 
  315,000 
  15 
  15 
  8 
  6 
  - 
  - 
  3 
  L 
  Reactive Amor 3 
  18 
  500,000 
  20 
  20 
  8 
  4 
  -1 
  - 
  6 
  1 
   
   
  Type 
  Light  
  MODEL 
  LEVEL 
  PRICE 
  Fortified Jacket [20%] 
  13 
  50,000 
  Fortified Jacket [40%] 
  15 
  128,000 
  Fortified Jacket [60%] 
  17 
  295,000 
  The fortified vest was originally designed to protect 
  criminals from would be assailants and revenge seekers 
  during transport and trial.  Due to the expense of the 
  nanites used to manufacture each fortified vest and its 
  association with hardened criminals owning one has 
  become a status symbol among elite criminals.  From a 
  distance a fortified vest is often mistaken for a normal 
  hoodie, but closer inspection reveals a shimmer from the 
  nanites as they constantly reweave themselves into the 
  fabric. 
  A fortified vest is considered light armor provides a bonus 
  to EAC and KAC, but it is treasured for its fortification 
  abilities.  It give a character a percentage chance that a 
  critical hit is treated as a normal attack, dealing normal 
  damage and not applying any critical effect. You roll your 
  fortification percentage chance before the critical hit’s 
  damage is rolled.  
  Fortified jackets do not require a power source or 
  recharging.  They are powered by nanobatteries which are 
  recharged by body heat, solar, and kinetic mechanics.   
   
  Type 
  Heavy  
  MODEL 
  LEVEL 
  PRICE 
  Reactive Armor 1 
  6 
  5,000 
  Reactive Armor 2 
  12 
  50,000 
  Reactive Armor 3 
  18 
  500,000 
  Reactive armor is the smart suite’s big brother and 
  the most advanced application of nanotechnology in 
  armor.  Unlike other heavy armor that provides specific 
  amounts of protection against energy and kinetic attacks 
  the reactive armor nanites can adjust themselves to provide 
  greater protection against the greatest threat. 
  Before reactive armor is activated it is worn as a belt with 
  a matching pair of boots.  Casual inspection will reveal they 
  are of simple design but made from exotic materials.  Close 
  examination requires an Engineering check (DC = 12 + 
  equipment level) to determine they are made of nanites. 
  When the armor is activated the nanites stream from the 
  belt and boots covering the wearer in a full suite of heavy 
  armor complete with self-contained breathing and pressure 
  Starmetal Lab’s Fortified Vest 
  
   
   
  controls in addition to zero-g boots.  It takes one round to 
  don a reactive armor. 
  Like a smart suite, reactive armor provides base EAC and 
  KAC bonuses which are adjusted by the flex AC bonus.  The 
  flex AC bonus can be split between the EAC and KAC bonus 
  in whatever combination the character desires or the entire 
  flex bonus can be applied to just one base bonus.  The EAC 
  and KAC should be calculated when the armor is activated.  
  The EAC and KAC can be readjusted as a swift action on any 
  of your following turns.  
  In addition to adjusting the character’s EAC and KAC 
  reactive armor provides limited damage reduction and 
  energy resistance.  When the nanites react to a kinetic 
  attack, they provide damage reduction equal to the reactive 
  armor’s model number (DR 1/-, DR 2/-, or DR 3/-). Because 
  of the reactive nature of the nanites, the wearer can also 
  ignore some energy damage from any energy type. While 
  the armor is active, the character gains energy resistance 
  equal to the model number of the reactive armor against all 
  energy types (acid, cold, electricity, fire, and sonic).  
  Reactive armor is powered by nanobatteries which are 
  recharged by body heat, solar, and kinetic mechanisms.  
  Reactive armor holds enough power for 8 hours of 
  continuous operation.  The reactive armor can only be 
  recharged while its deactivated and regains 1 hour of 
  charge for every 2 hours its deactivated. 
   
  Type 
  Light  
  MODEL 
  LEVEL 
  PRICE 
  Smart Suite 1 
  5 
  3,050 
  Smart Suite 2 
  11 
  25,250 
  Smart Suite 3 
  17 
  315,000 
  Available on only the most advanced worlds the smart 
  suite is an advanced application of nanotechnology. Unlike 
  other light armors that provide specific amounts of 
  protection against energy and kinetic attacks, the smart 
  suite nanites can adjust themselves to provide greater 
  protection against the greatest threat. 
  Before the smart suite is activated it is worn as a pair of 
  bracers or large bracelets most often mistaken as exotic star 
  metal jewelry of simple design.  Close examination requires 
  an Engineering check (DC = 12 + equipment level) to 
  determine they are made of nanites.  When the armor is 
  activated the nanites stream from the wrists covering the 
  wearer in a full suite of light armor complete with self-
  contained breathing and pressure controls in addition to 
  zero-g boots.  It takes one round to don a smart suite.  
  The smart suite provides base EAC and KAC bonuses 
  which are adjusted by the flex AC bonus.  The flex AC bonus 
  can be split between the EAC and KAC bonus in whatever 
  combination the character desires or the entire flex bonus 
  can be applied to just one base bonus.  The EAC and KAC 
  should be calculated when the armor don.  The EAC and KAC 
  can be readjusted as a swift action on any of your following 
  turns. This adaptability allows smart armor to fulfill a 
  greater variety of tactical roles. 
  Smart suites are powered by nanobatteries which are 
  recharged by body heat, solar, and kinetic means.  The 
  smart suite holds enough power for 4 hours of continuous 
  operation.  The smart suite can only be recharged while 
  deactivated and regains 1 hour of charge per hour it 
  remains deactivated. 
   
   
   
  Raijin Smart Suite 
  
   
   
  Table 5-1 Nano-Weapons 
  Glowworm, standard 
  3 
  500 
  Injection 
  Gray death 
  3 
  585 
  Injection, or touch 
  Friendship 
  5 
  650 
  Injection 
  Carbonite encasement 
  6 
  995 
  Injection 
  Truth bringer 
  6 
  1,150 
  Injection 
  Jubilex, standard 
  6 
  1,000 
  Injection 
  Glowworm, advanced 
  7 
  1,500 
  Injection 
  Gray death, blue death 
  9 
  4,495 
  Injection, or touch 
  Nano-EMP 
  9 
  4,500 
  Injection 
  Jubilex, advanced 
  10 
  5,250 
  Injection 
  Reaper 
  10 
  4,950 
  Injection 
  Glowworm, superior 
  11 
  6,000 
  Injection 
  Paralytic inhibitor 
  11 
  6,185 
  Ingestion, or injection 
  Gray death, violet death “chainsaw” 
  13 
  12,475 
  Injection, or touch 
  Kill switch 
  15 
  30,000 
  Ingestion, or injection 
  Synapse Overload 
  18 
  95,000 
  Injection 
   
  DELIVERY 
  Injection 
  MODEL 
  LEVEL 
  PRICE 
  Standard 
  6 
  995 
  One of the strangest nano-weapons on the market, 
  carbonite encasement was originally developed to ship 
  livestock between planets on sub-FTL system ships.  
  The subject must make a Fortitude save (DC 16), or 
  succumb a state of hibernation. The nanites use carbon 
  molecules stored in the subject’s solid, liquid, and gas 
  wastes to encase their body in carbonite lattices complete 
  with controls to end the encasement. Carbonite 
  encasement can be maintained for up to one year per level 
  or Hit Dice of the subject. Carbonite encasement only works 
  on carbon based organics. 
   
  DELIVERY 
  Injection, Touch 
  MODEL 
  LEVEL 
  PRICE 
  Standard 
  3 
  585 
  Blue Death 
  9 
  4,495 
  Violet Death 
  13 
  12,475 
  A weapon of the most depraved and fool hardy, gray 
  death is a weaponized derivative of gray goo.  It comes in a 
  special injection module with its own containment field.  
  When the nanovirus is injected into victim gray death goes 
  immediately to work replicating itself at the host’s expense.  
  The gray death builds more gray death nanites by recycling 
  the hosts living tissues for materials. 
  For most people an injection with gray death is a death 
  sentence.  Each round the victim must make a Fortitude 
  save (DC 20) or suffer 1d2 points of damage to each of their 
  ability scores. Gray death continues every round until either 
  all of the victim’s ability scores are reduced to 0, or the gray 
  death is deactivated by a nano-hunter.  Victim’s slain by 
  gray death become gray goo colonies.  (There may be other 
  ways of removing this affliction at the GM’s discretion.)  
  Blue Death: This is the weaponized version of gray-blue 
  goo.  Blue death functions exactly like standard gray death 
  except it only reacts with carbon-based organics.  It will 
  dissolve an enemy and transform them into gray-blue goo, 
  but has the advantage of leaving their equipment intact and 
  undamaged. 
  Violet Death: Designed as a weapon from conception, 
  violet death is the assassin’s weapon of choice. Violet death 
  functions like blue death but is programmed to only attack 
  organisms with specific nuclear DNA markers. Its also 
  known as “chainsaw” on in the shadow market because it 
  can eliminate an entire family tree. Violet death can target 
  up to five generations of a family.  Note, a husband and wife 
  don’t share the same DNA markers, but their children do.  
  Targeting a child’s nuclear DNA would affect both parents, 
  but targeting a parent’s nuclear DNA would affect the 
  targeted parent and the children leaving the other parent 
  immune. 
  Gray death and its derivatives blue death and violet 
  death are all horrible nano-biological weapons. They are 
  
   
   
  outlawed by almost all civilizations that have the 
  technology to produce them.   
   
  DELIVERY 
  Injection 
  MODEL 
  LEVEL 
  PRICE 
  Standard 
  5 
  650 
  Friendship makes a humanoid creature or playable 
  character race regard you as its trusted friend and ally (treat 
  the subject’s attitude as friendly).  This nanovirus causes the 
  subject to act as though they are under the effect of a 
  Charm Person spell with a few exceptions. 
  Once the subject is injected they receive a Will save (DC 
  15 to fight off the effects of the friendship nanovirus.  If they 
  succeed they are not charmed, but gain the dazed condition 
  for 1 round.  If the subject failed their Will save they fall 
  under the charm person affect for 4 hours. 
   
  DELIVERY 
  Injection 
  MODEL 
  LEVEL 
  PRICE 
  Standard 
  3 
  500 
  Advanced 
  7 
  1,500 
  Superior 
  11 
  6,000 
  Glowworm is favored among bounty hunters and spies 
  who literally need to paint a target on their quarry.  The 
  subject must make a Fortitude save (DC 11 ), or a pale glow 
  surrounds the subject in a dim luminescence similar to 
  candle light.  Any subject outlined by the effects of the 
  glowworm nanites takes a -20 penalty on all Stealth checks.  
  An outlines subject does not gain any benefit from 
  concealment provided by darkness, blur, displacement, 
  cloaking, refractors, invisibility, or similar effects.  Advanced 
  glowworm is more difficult to resist (Fort DC 15) and 
  superior glowworm is even difficult to resist (Fort DC 19).  
  Once glowworm infects a subject the nanovirus feeds off 
  the biological energy provided by the host and its effects 
  will last indefinitely until the subject makes a fortitude save 
  or is injected with proper nano-hunters.  The subject is 
  entitled to a new saving throw every 24-hours to rid 
  themselves of the glowworm nanites. 
   
  DELIVERY 
  Injection 
  MODEL 
  LEVEL 
  PRICE 
  Standard 
  6 
  1,000 
  Advanced 
  10 
  5,250 
  Jubilex is another seedy black-market nanovirus popular 
  amongst anarchist and persons more interested in causing 
  mayhem than out right murder. Due to its nature, the victim 
  is often brought down by law enforcement before the truth 
  of the nanovirus is known. Criminals have been know use 
  jubilex on innocents to cover their escape. 
  The jubilex nanovirus attacks the neurological system, 
  causing the subject to be confused, as per confusion, for 
  2d6 rounds. If the subject succeeds at a Will save (DC 16) 
  they are unaffected by the jubilex nanites. Advanced jubilex 
  is more intense than the standard version, requiring a Will 
  save (DC 20) to avoid the confused condition.  If the saving 
  throw is failed, the subject is gains the confused condition 
  for 2d6 round but the D% is increased by +25% and any roll 
  of 100+ is considered a 100. 
   
  DELIVERY 
  Ingestion, 
  Injection 
  MODEL 
  LEVEL 
  PRICE 
  Designer 
  15 
  30,000 
  Killswitch is a deadly nanovirus used by extremist 
  governments and top-secret agencies to blackmail subjects 
  into doing something they normally wouldn’t do. Killswitch 
  isn’t just a clever name, it allows someone to trigger a 
  potentially deadly nanite attack remotely as simply as 
  flipping a switch.  Unlike other nanoviruses, killswitch isn’t 
  always injected, but often ingested after being planted in 
  food or drink. After ingestion, the killswitch nanites work 
  their way to the brain and heart of the subject. Killswitch 
  must be triggered, but may be done so remotely through 
  the Cortex or the Tracer network. These nanites can also be 
  set to trigger if the subject ever disconnects from the Cortex 
  or the Tracer network.   
  When kill switch is triggered, the subject must make a 
  Fortitude save (DC 25) or take 3d6 Constitution damage.  If 
  the subject makes their saving throw they take half damage. 
   
  SYSTEM 
  Brain 
  MODEL 
  LEVEL 
  PRICE 
  Standard 
  9 
  4,500 
  The nano-EMP is one of the great equalizers when 
  primitive societies find themselves at odds with highly 
  advanced ones.  These nanites are often gifted to primitives 
  by spacefaring societies who are opposed to the advanced 
  society the primitives have found themselves at odds with.  
  After injection, the nano-EMP lays dormant in its host.  The 
  host can activate the nano-EMP as a move action.  Once 
  activated the nano-EMP lets out a relatively weak 30-foot 
  radius electromagnetic pulse.  This pulse is too weak to 
  destroy electronic equipment but is strong enough to 
  prevent it from functioning while in its area of effect.  The 
  pulse effect last for 4d6 rounds and cannot be turned off 
  once activated.  This nano-weapon is a one-use item.  
  
   
   
  Cybernetics and bionics (biotech) operate on biological 
  systems and are not affected by this nano-weapon, but the 
  pulse does temporarily shut down other nanites. 
   
  SYSTEM 
  Virus 
  MODEL 
  LEVEL 
  PRICE 
  Standard 
  11 
  6,185 
  Paralytic inhibitors have as many legitimate as 
  illegitimate uses. In addition to injection these nanites may 
  also be ingested.  They immediately spread throughout the 
  body and attempt to cease all of the target’s motor 
  functions.  
  The subject must make a Fortitude save (DC 21), or gain 
  the helpless condition for 2d6 minutes. If the subject 
  succeeds on their saving throw they gain the staggered 
  condition for 1 round.   
   
  DELIVERY 
  Injection 
  MODEL 
  LEVEL 
  PRICE 
  Designer 
  10 
  4,950 
  An incredibly vile nanovirus, reaper is used in both 
  torture and espionage. It has a single purpose—to inflict 
  excruciating pain and damage to the subject. It floats inert 
  in the bloodstream until activated, at which point the 
  nanites burrow outward in random directions.  Unlike other 
  nano-weapons reaper can be activated up to 5 times and 
  each time the results are more intense than the previous 
  activation. 
  When reaper is activated, the subject is inflicted 
  agonizing pain that imposes a –2 penalty to ability checks, 
  attack rolls, and skill checks.  In addition, the subject must 
  make a Fortitude DC 20, or take 1d8 points of damage.  This 
  damage is not subject to any form of shielding or damage 
  reduction.  Each time reaper is activated the damage 
  increases by 1d8, so by the fifth activation it does 5d8 
  damage.  Each activation is subject to a separate Fortitude 
  saving throw.  In the case of a successful saving throw the 
  subject only takes half damage for that activation.  Reaper 
  can only be activated once per round, but does not have to 
  be activated in successive rounds. 
  Reaper comes with a small remote control for activating 
  the nanites.  The range on the remote control is limited to 
  500 feet.  Since reaper is used in espionage it was 
  specifically designed not to work on wireless Cortex or 
  Tracer frequencies as to avoid any form of remote detection 
  from traffic sniffing. 
   
  DELIVERY 
  Injection 
  MODEL 
  LEVEL 
  PRICE 
  Standard 
  18 
  95,000 
  For many years this nanovirus was used in correctional 
  facilities for prisoners sentenced to death.  After injection, 
  the nanite colony travels straight to the brain.  This 
  nanovirus causes all the subject’s synapses to violently 
  trigger resulting in a storm of overstimulation.   
  The subject immediately takes 14d20 damage and is 
  staggered for 1 minute.  The subject can make a successful 
  Fortitude (DC 21) to avoid the staggered condition, but still 
  takes full damage. 
   
  DELIVERY 
  Injection 
  MODEL 
  LEVEL 
  PRICE 
  Standard 
  6 
  1,150 
  A favorite nanovirus for interrogation specialist, the truth 
  bringer prevents the subject of the injection to tell any 
  deliberate or intentional lies.  The subject is aware that they 
  cannot lie and can choose to avoid answering a question 
  rather than telling the truth.  It last for 4 hours and is then 
  flushed out by subject’s natural body systems.  
  The subject may attempt to resist the truth bringer 
  nanites by making a Will save (DC 16), but failure result in 2 
  Wisdom damage. The subject can avoid the saving throws 
  by telling the truth.
   
  
   
   
   
  Table 6-1 Independent Nanocolonies 
  Gray goo, gray 
  1 
  500 
  -- 
  L 
  1 
  1 
  Holographic Servant 
  3 
  950 
  unlimited 
  -- 
  -- 
  -- 
  Nano-clothes 
  3 
  1,000 
  unlimited 
  1 
  -- 
  -- 
  Utility fog, obscuring 
  5 
  2,675 
  1/day 
  1 
  -- 
  -- 
  Zombie dust, standard 
  5 
  2,650 
  -- 
  -- 
  1 
  1 
  Gray goo, gray-blue 
  6 
  5,000 
  -- 
  L 
  1 
  1 
  Deflection screen, standard 
  7 
  7,125 
  10 rounds/day 
  -- 
  -- 
  -- 
  Zombie dust, advanced 
  8 
  10,550 
  -- 
  -- 
  -- 
  -- 
  Utility fog, solid 
  9 
  14,350 
  1/day 
  -- 
  -- 
  -- 
  Deflection screen, advanced 
  13 
  52,475 
  10 rounds/day 
  -- 
  -- 
  -- 
  Zombie dust, superior 
  13 
  51,750 
  -- 
  -- 
  1 
  1 
  SYSTEM 
  Colony 
  MODEL 
  LEVEL 
  PRICE 
  Standard 
  7 
  7,125 
  Advanced 
  13 
  52,475 
  This nanocolony is normally worn as a belt buckle or 
  broch. When activated the nanites envelope the subject 
  producing a visible sheen just above the skin’s surface.  
  These nanite operate in quite the opposite fashion of a 
  magnetic containment field, the deflection screen repels 
  different energy types providing a +2 circumstance bonus 
  to the wearer’s EAC.  The advanced deflection screen 
  provides a +4 circumstance bonus to the wearer’s EAC.  
  Activating the deflection screen is a move action.   
  The nanobatteries store enough energy to power the 
  deflection screen 10 round per day. The nanites are 
  recharged by kinetic energy and magnetic fields.  Neither 
  type of deflection screen requires a separate power source.   
  SYSTEM 
  Colony 
  MODEL 
  LEVEL 
  PRICE 
  Gray 
  1 
  500 
  Gray-Blue 
  6 
  5,000 
  Gray 
  goo 
  is 
  one 
  of 
  the 
  most 
  destructive 
  nanotechnologies in the universe. In its infancy the primary 
  goal for scientist in the field of nanotechnology was to build 
  nanites capable of self-replication. This seemed like a noble 
  goal since millions of nanites are needed to perform a given 
  task and creating nanites is incredibly difficult given their 
  size.  Unfortunately, gray goo is generally one of the first 
  successful nanocolonies that scientists learn to create, and 
  in almost every case are completely unprepared for the 
  results. Gray goo must be contained in a magnetic storage 
  field or it will eat through almost any organized matter 
  while it replicates itself. 
  This colony of nanites exists for the sole purpose of 
  replicating itself.  The nanites within gray goo attack any 
  organic or organized materials they come in contact with 
  and convert it into additional gray goo nanites. In other 
  words, any manufactured object or person that touches this 
  material is consumed by it.  A few examples, gray goo will 
  eat though armor, ceramics, clothing, plastic, sheet metal, 
  or glass but will not consume disorganized materials like 
  concrete or stone. Gray goo is not harmed by water and 
  actively avoids contact with it. 
  Anyone touching or being touched by gray goo must 
  attempt a Fortitude saving throw (DC 30) for each round of 
  contact. If the save is successful, the character severed 
  contact before any damage was done. If the save fails, the 
  nanites have gotten into the character’s system. The 
  character takes 1 point of ability damage to all their ability 
  scores every 10 minutes. When the character’s Constitution 
  score is reduced to 0 they are irretrievably killed and 
  completely transformed into gray goo. The only way to 
  prevent this is to amputate any portion of the body that has 
  come in contact with the gray goo nanites (use the Table: 
  Wounding Weapons in The Starfinder Role Playing Game to 
  determine the body location).   
  Fortunately, gray goo is extremely slow and it only moves 
  5 feet per round.  Gray goo does not have to roll to hit 
  simply occupying the same space requires a saving throw.  
  It will always attempt to consume the closest source of 
  
   
   
  material for replication and will not chase a potential victim 
  past an easier source of raw materials.   
  Gray goo nanites are immune to all energy and kinetic 
  attacks.  The only known surefire way to destroy it is by 
  introducing nano-hunters to the colony.  
  Blue Goo: Blue goo is a derivative of normal gray goo but 
  it only consumes organic matter otherwise its identical to 
  gray goo.  Blue colonies were developed as a weapon of 
  mass destruction.  It had one purpose, to eliminate all 
  enemy personnel but leave the base and equipment intact. 
   
  SYSTEM 
  Colony 
  MODEL 
  LEVEL 
  PRICE 
  Standard 
  3 
  950 
  Although the holographic servant has often been 
  considered a vanity item, many lonely souls in the depths of 
  space would have went lost their mind without one.  This 
  nanocolony provides a semi-transparent semi-corporeal 
  form to an A.I.  That advantage of a holographic servant 
  over other holographic devices is the capability of the 
  nanites to manipulate their surroundings. It can fetch an 
  item, open doors, get you a coffee, or scratch an itch as long 
  as its within network range of its central A.I.  Any computer 
  with an A.I. can be synced with this nanocolony.  
  The holographic servant can perform one physical 
  activity at a time due to the limited number of nanites 
  dedicated to physical manipulation.  It can only open 
  normal doors, drawers, lids, and the like. It has an effective 
  Strength score of 2 (so it can only manage items of 1 bulk or 
  less). It can trigger some types of traps, but it can only extert 
  up to 20 pounds of force, which is not enough to activate 
  certain pressure plates and other devices. It can’t perform 
  any tasks which require a skill check for a skill which it 
  doesn’t possess or that cannot be used unskilled. Although 
  produces enough propulsion to move objects and hover 
  slightly above the ground it cannot fly, climb, or even swim 
  (though it can walk on water). Its base speed is 15 feet. 
  The servant cannot attack in any way; it is never allowed 
  an attack roll. The holographic servant is dispersed and 
  destroyed if it takes 6 points of damage from area attacks 
  and is also destroyed by strong winds.  (It gets no saves 
  against these attacks.)  A holographic servant only functions 
  within 100 feet of its AI or within 100 feet of a network that 
  provides direct access to its A.I. If the holographic servant is 
  cut off from its AI or moves beyond its functional range, the 
  nanites fall to the ground and it ceases to exist. 
  The holographic servant is stored in a tiny canister the 
  size of a shotgun shell.  Activating or deactivating the 
  servant is a move action.  The nanites cannot be activated 
  if beyond the range of its AI. 
   
  SYSTEM 
  Colony 
  MODEL 
  LEVEL 
  PRICE 
  Standard 
  3 
  1,000 
  Not all nanorobotic systems change the course of human 
  history, or turn garbage into starship fuel. Nano-clothes are 
  a simple form of nanocolony that transforms itself to the 
  user’s tastes as a comfortable, fashionable outfit that never 
  needs to be washed or changed. Its operation doesn’t 
  interfere with other nanocolonies. This nanocolony 
  provides a +1 circumstance bonus to Charisma based skill 
  checks which require the character to be dressed in a 
  specific outfit or uniform. 
   
  SYSTEM 
  Colony 
  MODEL 
  LEVEL 
  PRICE 
  Obscuring 
  5 
  2,675 
  Solid 
  9 
  14,350 
  Inactive utility fog is carried in a 1-liter container.  If 
  it were poured out, it resembles a formless, colorless 
  substance a little more viscous than water. When 
  utility fog is fed instructions through a computer or 
  neural computer, it can reorganize its size and density 
  to produce a fog cloud of nanites.  Activating or 
  deactivating utility fog is a move action. 
  Standard utility fog produces a 20-foot radius, 10-foot 
  high cloud of nanite fog surrounding the controller. The fog 
  can be programmed to move with the controller or left in 
  place.  The controller range on utility fog is 100 feet + 
  10/level of the computer or neural computer used to 
  control the fog. If the controller walks out of range the fog 
  falls harmlessly to the ground and can only be retrieved by 
  the controller coming back into range.  The fog can only be 
  moved up to 30’ per round by the controller.  Utility fog 
  obscures all sight, including darkvision, beyond 5 feet. A 
  creature within 5 feet has concealment (attacks have a 20% 
  miss chance). Creatures farther away have total 
  concealment (50% miss chance, and the attacker can’t use 
  sight to locate the target).   
  A moderate wind (11+ mph) disperses the utility fog in 4 
  rounds; a strong wind (21+ mph) disperses the fog in 1 
  round. These nanites do not function underwater. 
  Solid utility fog functions like standard utility fog, but in 
  addition to obscuring sight, the solid utility fog is so thick 
  that it impedes movement. Creatures moving through a 
  solid utility fog move at half their normal speed and take a 
  -2 penalty on all melee attack and damage rolls. Ranged 
  attacks are ineffective against creatures within the fog.  
  
   
   
  Kinetic weapons are slowed and energy weapons are 
  diffraction and absorbed. A creature or object that falls into 
  solid fog is slowed so that each 10 feet of vapor that it 
  passes through reduces the falling damage by 1d6. A 
  creature cannot take a 5-foot-step while in solid utility fog. 
  Solid utility fog, and effects that work like solid utility fog, 
  do not stack with each other in terms of slowed movement 
  and attack penalties.  
  Unlike standard utility fog, only a severe wind (31+ mph) 
  disperses these vapors, and it does so in 1 round. 
   
  SYSTEM 
  Colony  
  MODEL 
  LEVEL 
  PRICE 
  Standard 
  5 
  2,650 
  Advanced 
  8 
  10,550 
  Superior 
  13 
  51,750 
  Zombie dust is a tool worthy of any Gothic horror tale. 
  The nanites are used to reanimate a recently deceased 
  corpse.  Zombie dust is a nanite colony which reacts to 
  chemicals (a mix of Benzene, Freon, Sulfur, and carbon 
  tetrachloride) naturally release by a corpse shortly after 
  death.  The conditions for zombie dust to work properly 
  only exist within the first 72 hours after death. Zombie dust 
  has no effect on the living. 
  Zombie dust is normally carried in a small vile and once 
  the contents of the vile are poured into any opening in the 
  corpse.  If the gases are present, the nanite colony 
  immediately goes to work replicating and scrubbing the C02 
  from the corpse substantially slowing down decay.  At the 
  same time parts of the colony repair critical neural 
  pathways to the primitive sections of the brain and muscle 
  tissue.  It only takes 1d4 minutes for the subject to rise as a 
  nano-zombie (“zombie”). A zombie can be created only 
  from a mostly intact corpse and the corpse must be that of 
  a creature with a physical anatomy that was once living. 
  Zombie dust is usually synced with a computer or neural 
  computer.  Either type of computer can control up to 4HD 
  per device level of zombies.  The zombies are considered 
  uncontrolled under any of the following conditions; the 
  computer controlling the zombies is destroyed, the zombie 
  dust isn’t linked to a computer before application to a 
  corpse, or the computer doesn’t have the hit dice capacity 
  to control the Zombie. Unfortunately, due to the replication 
  protocol of the nanites, uncontrolled zombies created by 
  zombie dust attack the living in attempt to create the 
  conditions necessary to create new zombie dust colonies.  
  An uncontrolled zombie will intentionally “dust” other 
  corpses.  Dusting a corpse is a full action.  
  Zombie dust grants the zombie template to any 
  corporeal creature meeting the requirements.  Advanced 
  zombie dust grants any zombie variant template (CR +0) to 
  any corporeal creature meeting the requirements.  Superior 
  zombie dust grants any zombie variant template (CR +1) to 
  any corporeal creature meeting the requirements. 
  Any zombie created with zombie dust gains the Nanite 
  Repair special ability.  For additional information on the 
  Nanite Repair see Nanoswarm Menu A under the Creature 
  Update: Nanoswarm section of this emporium. 
  A few interesting facts about zombie dust; zombie dust 
  was originally marketed as a “coroner in a bottle”, more 
  than one moon base has fallen victim to a zombie 
  apocalypse, and possession of zombie dust is illegal almost 
  everywhere.   
   
   
   
   
  
   
   
  Table 7-1 Holistic Nanomedicine  
  Healing chamber, tier 1 
  4 
  1 
  4,000 
  200 
  100 
  1 
  1 
  Healing chamber, tier 1 
  9 
  6 
  36,000 
  1,200 
  100 
  1 
  1 
  Healing chamber, tier 1 
  16 
  11 
  160,000 
  6,400 
  100 
  1 
  1 
  Resurrection chamber, copper 
  16 
  12 
  374,000 
  41,500 
  250 
  1 
  1 
  Mnemonic transfer pod 
  18 
  See below 
  325,000 
  70,000/35,000 
  200 
  1 
  1 
  Resurrection chamber, silver 
  18 
  14 
  824,000 
  91,550 
  250 
  1 
  1 
  Resurrection chamber, gold 
  20 
  16 
  2,000,000 
  264,000 
  250 
  1 
  1 
  1 Character’s will gain access to this item before they are available for purchase. They can pay the “price per use” at a facility hosting one 
  of these holistic medicine devices. 
   
  SYSTEM 
  Colony 
  MODEL 
  LEVEL 
  PRICE 
  Tier 1 
  4 
  4,000 
     Per use 
  1 
  200 
  Tier 2 
  9 
  36,000 
     Per use 
  6 
  1,200 
  Tier 3  
  14 
  160,000 
     Per use 
  11 
  6,400 
  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. 
   
  SYSTEM 
  Colony 
  MODEL 
  LEVEL 
  PRICE 
  Mnemonic transfer Pod 
  18 
  325,000 
  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 COEXISTANCE 
  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.  
   
  SYSTEM 
  Colony 
  MODEL 
  LEVEL 
  PRICE 
  Copper 
  16 
  374,000 
     Per use 
  12 
  41,500 
  Silver 
  18 
  824,000 
     Per use 
  14 
  91,550 
  Gold  
  20 
  2,000,000 
     Per use 
  16 
  264,000 
  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 RESURRETION 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 RESURRETION 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 RESURRETION 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. 
   
   
  In the Gravity Age campaign setting access to 
  holistic nanomedicine is akin to going to the doctor, 
  urgent care, or the emergency room.  Listed below 
  are the suggested locations for these resources. 
  Due to their expense, facilities containing this type 
  equipment will always be well defended with top of 
  line security and never have more than 1d20 charges 
  of the nanites available to use the equipment.  
  HEALING CHAMBER, TIER 1  
  These chambers are relatively common.  Most 
  colonies, outposts, and stations with populations over 
  100 will have access to one.  A medium-sized medical 
  frigate might be equipped with one or two in addition 
  to its medical bays.   
  HEALING CHAMBER, TIER 2  
  These chambers are somewhat rare and will be 
  only be found on well-established colonies and 
  stations with populations over 10,000.  A fleet of 
  military starships often travel with at least one huge-
  sized hospital ship which will have at least one tier 2 
  chamber in addition to several tier 1 chambers. 
  HEALING CHAMBER, TIER 3  
  These chambers are extremely rare and are 
  reserved for the rich and the elite.  Only the finest 
  hospitals on core worlds will have access to this 
  equipment.  These chambers are never found in 
  military instillations because it’s cheaper and more 
  efficient to augment the wonder than repair them. 
  MNEMONIC TRANSFER POD 
  Any civilization that prolongs life through cloning 
  will have access to mnemonic transfer pods.  Well 
  establish colonies and stations and even a few less 
  established ones will have one pod in addition to their 
  cloning facilities.  In civilizations where cloning is 
  illegal or considered unethical these pods are only 
  found in secrete labs belonging to scientist most 
  would consider mad.  
  RESURRECTION CHAMBER, ANY  
  Any type resurrection chamber is going to be 
  extremely rare.  If they are found at all top secret 
  military bases, a few mega-corporation headquarters, 
  and educational institutions with large grants for 
  pursuing immortality. 
   
  
   
   
  IMPROVED NANOPHILE 
  You are a hotbed of nanotech activity and can host 
  additional active nanoaugmentors. 
  Prerequisites: Nanotaker, Nanophile 
  Benefit: You can have three nanoaugmentors active at 
  once, but are still limited to one nanoaugmentor per body 
  system. 
  IMPROVED NANOVIRUS MARSHAL 
  Your body is especially tuned to nanoviruses and can take 
  advantage of multiple nanoviruses at once.  
  Prerequisites: Nanotaker, Nanovirus Marshal 
  Benefit: You can have three active nanoviruses before 
  you are required to make a Fortitude save to avoid gaining 
  the nauseated condition. 
  NANOTECH ENGINEER 
  You have extensive knowledge of nanotechnology and 
  are more skilled at creating nanotech than other engineers.  
  Prerequisites: Engineering 5 ranks 
  Benefit: You gain a +2 bonus on all skill checks dealing 
  with nanotech and you treat your class level as +1 higher for 
  creating nanotechnology augmentations.  
  NANOIMMUNITY  
  You are able to ward off malware nanocolonies or nano-
  weapons and force your body to expel the offending nanite.  
  Prerequisite: Nanotaker.  
  Benefit: You gain a +4 on any saving throw to ward off 
  the effects of nanotech. If the save is successful, the 
  malware nanotech fails to activate and is flushed from your 
  system by normal biological means. 
  NANOPHILE  
  You can have more than one active nanoaugmentor. 
  Prerequisites: Nanotaker 
  Benefit: Your body has become accustomed to nanite 
  colonies surging through your body.  You can have two 
  active nanoaugmentors active at once, but each one must 
  to be located in a different body system. 
   
   
  NANOTAKER  
  You are keenly aware of the presence of nanotech.  You 
  can identify any nanotech residing inside and outside of 
  your body. 
  Benefit: You can recognize the presence of nanocolonies 
  both within your own body and within the vicinity. You can 
  automatically determine what nanocolonies are within your 
  body at any given time as a swift action. In addition, you 
  gain a +4 to any Engineering skill check to identify nearby 
  nanotech.  
  Normal: An engineering skill check (DC 15 + nanotech’s 
  level) is required as a full action to identify a 
  nanoaugmentor, nanovirus, nano-armor, nano-weapons, 
  or nanocolony within 5 feet. 
  NANOTECH EXEMPLAR 
  Your ability to absorb nanotech is limitless. 
  Prerequisites: Improved nanophile, improved nanovirus 
  marshal, nanophile, nanotaker, nanovirus marshal. 
  Benefit: Your ability to control nanoaugmentors is only 
  limited by the number of body systems.  In addition, you 
  also have no restriction on the number of inactive or active 
  nanoviruses in your body and are no longer at risk of 
  receiving the nauseated effect. 
  NANOTECH SUSPENSION 
  You can end the program all nanoaugmentors without 
  flushing them from your system allowing you to pass 
  through nanotech detectors without setting off an alarm. 
  Prerequisites: Nanophile, Nanotaker 
  Benefit: You can end program and suspend all your 
  nanoaugmentors for up to 10 minutes per character level 
  without having them reabsorbed and flushed out of your 
  system. 
  NANOVIRUS MARSHAL 
  Your body can deal with more than one nanovirus before 
  suffering negative effects.  
  Prerequisites: Nanotaker 
  Benefit: You can have two active nanovirus colonies 
  before you are required to make a Fortitude save to avoid 
  gaining the nauseated condition. 
   
   
  
   
   
  As products of advanced nanotech, nanoswarms are 
  constructs made up of hundreds or even hundreds of 
  thousands of miniaturized robots or drones. These robots 
  or drones combine with each other to create larger 
  machines and perform tasks. Robotic nanoswarms are 
  programmed with various levels of artificial intelligence 
  allowing them to perform various tasks without further 
  instruction.   
  A nanoswarm is made up of drones, has no Intelligence 
  score, but is capable of following its last set of simple 
  commands until it’s given new orders. Drone nanoswarms 
  must be fed instructions though some type of encrypted 
  wireless network device.  Some drone swarms are managed 
  by computers and others are managed by other forms of AI, 
  maybe even a robotic nanoswarm. Drone nanoswarms can 
  even be piloted using other nanite devices like Soullink or a 
  cybernetic neural computer. For additional information on 
  neural computers, see the Section 4 of the Gravity Age: 
  Cybernetics Emporium. 
  COMBAT 
  Nanoswarms act as directed by their controllers or 
  according to their AI laws. As a swift action, a nanoswarm’s 
  controller can direct the swarm to attack particular 
  enemies, use specific tactics or powers, perform other 
  actions, or do nothing at all. The swarm does exactly what 
  its controller directs it to do. 
  A nanoswarm generally appears as an animate clump of 
  fine metallic nanobots, but the controller can mold or sculpt 
  the swarm according to his or her whim within the limits 
  imposed by the creature’s size. The quality of such 
  “nanoswarm sculpture” is determined by an Engineering 
  check. A result of 10 to 19 creates an object or creature that 
  is recognizably similar to the desired object or creatures 
  shape; a result of 20 to 29 creates an object or creature that 
  looks like an accurate portrayal of that object or creature 
  type; a result of 30 or higher creates a construct that looks 
  like a specific individual. No matter how high the 
  Engineering check result, a nanoswarm’s appearance can’t 
  hide the metallic materials from which it is formed. 
  CONSTRUCT (TECHNOLOGICAL, SWARM) 
  A nanoswarm has immunity to poison, sleep, paralysis, 
  stunning, disease, death effects, critical hits, kinetic 
  damage, necromancy effects, mind-affecting effects 
  (charms, compulsions, phantasms, patterns, and morale 
  effects), and any effect that requires a Fortitude save unless 
  it also works on objects or is harmless. It is not subject to 
  nonlethal damage, ability damage, ability drain, fatigue, 
  flanking, exhaustion, or energy drain.  
  Nanoswarms are never staggered or reduced to a dying 
  state by damage. Also, they cannot be tripped, grappled, or 
  bull rushed, and they cannot grapple an opponent. A swarm 
  is immune to any spell or effect that targets a specific 
  number of creatures (including single-target spells such as 
  disintegrate), with the exception of mind-affecting which 
  targets technological constructs.  A swarm takes half again 
  as much damage (+50%) from spells or effects that affect an 
  area, such as splash weapons, grenades, and many 
  evocation spells. Due to their ability to bond with one 
  another, a nanoswarm is not subject to high winds. It 
  cannot heal damage, but it can be repaired.  
  Nanoswarms always consist of fine nanobots unless 
  otherwise noted.  Due to the unique gravitational forces 
  involved in maintaining a swarm of fine nanobots, 
  nanoswarms gain Strength bonuses according to the size of 
  the swarm and ignore Strength penalties normally 
  associated with swarms. Due to their technological nature 
  nanoswarms do not have a Constitution score. 
  Swarm Attack: nanoswarms don’t make standard melee 
  attacks. Instead, they deal automatic damage to any 
  creature whose space they occupy at the end of their move, 
  with no attack roll needed. Nanoswarm attacks are not 
  subject to a miss chance for concealment or cover.  
  SPECIAL ABILITIES 
  Every time a nanoswarm is created, the engineer can 
  choose to apply one special ability to the nanoswarm. The 
  type of special abilities available to each nanoswarm is 
  listed under the Unique Nanoswarm Ability section of the 
  creature description.  The nanoswarm ability menus are 
  listed after the nanoswarm stat blocks.  
   
   
  
   
   
  XP 400 
  N Tiny construct (technological, swarm) 
  Init +3; Senses darkvision 60 ft., low-light vision; Perception 
  +1 
  DEFENSE  
   
   
   
  HP 20 
  EAC 13; KAC 17 
  Fort +0; Ref +0; Will -1 
  Immunities construct immunities, swarm immunities 
  (including kinetic damage) 
  Weaknesses vulnerable to electricity, additional 50% 
  damage from spells or effects that affect an area 
  OFFENSE 
  Speed 30 ft., burrow 10 ft., climb 20 ft. 
  Melee swarm (1d12+1) 
  Ranged none or +4 (by weapon type), granted by unique 
  nanoswarm ability or template  
  Offensive Abilities distraction, swarm 
  STATISTICS 
  Str +2; Dex +3; Con —; Int +1 (--); Wis +0; Cha +0 
  Skills Acrobatics +9, Athletics +6, Computers +6 
  Languages Common, (none) 
  Noncombat Abilities unliving 
  Gear none 
  ECOLOGY 
  Environment any urban 
  Organization solitary, pair, or patrol (3–7) 
  SPECIAL ABILITIES 
  Distraction (Ex): A creature damaged by the nanoswarm 
  is nauseated for 1 round (DC 10 Fortitude negates). 
  Swarm Attack (Ex) Nanoswarms deal automatic damage 
  to any creature whose space they occupy at the end of their 
  move, with no attack roll needed. Swarm attacks are not 
  subject to a miss chance for concealment or cover.  
  Unique Nanoswarm Ability (Ex) Choose one ability from 
  Nanoswarm Menu A 
   
   
   
   
   
  XP 800 
  N Small construct (technological, swarm) 
  Init +4; Senses darkvision 60 ft., low-light vision; Perception 
  +3 
  DEFENSE  
   
   
   
  HP 41 
  EAC 16; KAC 19 
  Fort +2; Ref +2; Will +0 
  Immunities construct immunities, swarm immunities 
  (including kinetic damage) 
  Weaknesses vulnerable to electricity, additional 50% 
  damage from spells or effects that affect an area 
  OFFENSE 
  Speed 30 ft., burrow 10 ft., climb 20 ft. 
  Melee swarm (1d12+4) 
  Ranged none or +8 (by weapon type), granted by unique 
  nanoswarm ability or template  
  Offensive Abilities distraction, swarm 
  STATISTICS 
  Str +2; Dex +4; Con —; Int +1 (--); Wis +0; Cha +0 
  Skills Acrobatics +11, Athletics +8, Computers +8 
  Languages Common (none) 
  Noncombat Abilities unliving 
  Gear none 
  ECOLOGY 
  Environment any urban 
  Organization solitary, pair, or patrol (3–7) 
  SPECIAL ABILITIES 
  Distraction (Ex) A creature damaged by the nanoswarm 
  is nauseated for 1 round (DC 12 Fortitude negates). 
  Swarm Attack (Ex) Nanoswarms deal automatic damage 
  to any creature whose space they occupy at the end of their 
  move, with no attack roll needed. Swarm attacks are not 
  subject to a miss chance for concealment or cover.  
  Unique Nanoswarm Ability (Ex): Choose one ability from 
  Nanoswarm Menu A 
   
   
   
   
   
  
   
   
  XP 1,600 
  N Medium construct (technological, swarm) 
  Init +5; Senses darkvision 60 ft., low-light vision; Perception 
  +5 
  DEFENSE  
   
   
   
  HP 75 
  EAC 19; KAC 21 
  Fort +4; Ref +4; Will +2 
  Immunities construct immunities, swarm immunities 
  (including kinetic damage) 
  Weaknesses vulnerable to electricity, additional 50% 
  damage from spells or effects that affect an area 
  OFFENSE 
  Speed 30 ft., burrow 10 ft., climb 20 ft. 
  Melee swarm (1d12+10) 
  Ranged none or +12 (by weapon type), granted by unique 
  nanoswarm ability or template  
  Offensive Abilities distraction, swarm 
  STATISTICS 
  Str +3; Dex +5; Con —; Int +2 (--); Wis +0; Cha +0 
  Skills Acrobatics +13, Athletics +10, Computers +10 
  Languages Common (none) 
  Noncombat Abilities unliving 
  Gear none 
  ECOLOGY 
  Environment any urban 
  Organization solitary, pair, or patrol (3–7) 
  SPECIAL ABILITIES 
  Distraction (Ex) A creature damaged by the nanoswarm 
  is nauseated for 1 round (DC 13 Fortitude negates). 
  Swarm Attack (Ex) Nanoswarms deal automatic damage 
  to any creature whose space they occupy at the end of their 
  move, with no attack roll needed. Swarm attacks are not 
  subject to a miss chance for concealment or cover.  
  Unique Nanoswarm Ability (Ex): Choose one ability from 
  Nanoswarm Menu A 
   
   
   
   
   
  XP 3,200 
  N Medium construct (technological, swarm) 
  Init +6; Senses darkvision 60 ft., low-light vision; Perception 
  +7 
  DEFENSE  
   
   
   
  HP 116 
  EAC 21; KAC 23 
  Fort +6; Ref +6; Will +4 
  Immunities construct immunities, swarm immunities 
  (including kinetic damage) 
  Weaknesses vulnerable to electricity, additional 50% 
  damage from spells or effects that affect an area 
  OFFENSE 
  Speed 30 ft., burrow 10 ft., climb 20 ft. 
  Melee swarm (1d12+16) 
  Ranged none or +15 (by weapon type), granted by unique 
  nanoswarm ability or template  
  Offensive Abilities distraction, swarm 
  STATISTICS 
  Str +4; Dex +6; Con —; Int +2 (--); Wis +0; Cha +0 
  Skills Acrobatics +15, Athletics +12, Computers +12 
  Languages Common (none) 
  Noncombat Abilities unliving 
  Gear none 
  ECOLOGY 
  Environment any urban 
  Organization solitary, pair, or patrol (3–7) 
  SPECIAL ABILITIES 
  Distraction (Ex) A creature damaged by the nanoswarm 
  is nauseated for 1 round (DC 15 Fortitude negates). 
  Swarm Attack (Ex) Nanoswarms deal automatic damage 
  to any creature whose space they occupy at the end of their 
  move, with no attack roll needed. Swarm attacks are not 
  subject to a miss chance for concealment or cover.  
  Unique Nanoswarm Ability (Ex): Choose one ability from 
  Nanoswarm Menu B, or two abilities from Nanoswarm 
  Menu A. 
   
   
   
  
   
   
  XP 6,400 
  N Medium construct (technological, swarm) 
  Init +7; Senses darkvision 60 ft., low-light vision; Perception 
  +9 
  DEFENSE  
   
   
   
  HP 158 
  EAC 24; KAC 26 
  Fort +8; Ref +8; Will +6 
  Immunities construct immunities, swarm immunities 
  (including kinetic damage) 
  Weaknesses vulnerable to electricity, additional 50% 
  damage from spells or effects that affect an area 
  OFFENSE 
  Speed 30 ft., burrow 10 ft., climb 20 ft. 
  Melee swarm (1d12+22) 
  Ranged none or +19 (by weapon type), granted by unique 
  nanoswarm ability or template  
  Offensive Abilities distraction, swarm 
  STATISTICS 
  Str +4; Dex +7; Con —; Int +3 (--); Wis +0; Cha +0 
  Skills Acrobatics +17, Athletics +14, Computers +14 
  Languages Common (none) 
  Noncombat Abilities unliving 
  Gear none 
  ECOLOGY 
  Environment any urban 
  Organization solitary, pair, or patrol (3–7) 
  SPECIAL ABILITIES 
  Distraction (Ex)  A creature damaged by the nanoswarm 
  is nauseated for 1 round (DC 16 Fortitude negates). 
  Swarm Attack (Ex) Nanoswarms deal automatic damage 
  to any creature whose space they occupy at the end of their 
  move, with no attack roll needed. Swarm attacks are not 
  subject to a miss chance for concealment or cover.  
  Unique Nanoswarm Ability (Ex): Choose one ability from 
  Nanoswarm Menu B, or two abilities from Nanoswarm 
  Menu A. 
   
   
   
   
  XP 12,800 
  N Medium construct (technological, swarm) 
  Init +8; Senses darkvision 60 ft., low-light vision; Perception 
  +11 
  DEFENSE  
   
   
   
  HP 199 
  EAC 26; KAC 28 
  Fort +10; Ref +10; Will +8 
  Immunities construct immunities, swarm immunities 
  (including kinetic damage) 
  Weaknesses vulnerable to electricity, additional 50% 
  damage from spells or effects that affect an area 
  OFFENSE 
  Speed 30 ft., burrow 10 ft., climb 20 ft. 
  Melee swarm (1d12+28) 
  Ranged none or +21 (by weapon type), granted by unique 
  nanoswarm ability or template  
  Offensive Abilities distraction, swarm 
  STATISTICS 
  Str +5; Dex +8; Con —; Int +3 (--); Wis +0; Cha +0 
  Skills Acrobatics +19, Athletics +15, Computers +15 
  Languages Common (none) 
  Noncombat Abilities unliving 
  Gear none 
  ECOLOGY 
  Environment any urban 
  Organization solitary, pair, or patrol (3–7) 
  SPECIAL ABILITIES 
  Distraction (Ex)  A creature damaged by the nanoswarm 
  is nauseated for 1 round (DC 18 Fortitude negates). 
  Swarm Attack (Ex) Nanoswarms deal automatic damage 
  to any creature whose space they occupy at the end of their 
  move, with no attack roll needed. Swarm attacks are not 
  subject to a miss chance for concealment or cover.  
  Unique Nanoswarm Ability (Ex): Choose one ability from 
  Nanoswarm Menu B, or two abilities from Nanoswarm 
  Menu A. 
   
   
   
  
   
   
  XP 25,600 
  N Large construct (technological, swarm) 
  Init +9; Senses darkvision 60 ft., low-light vision; Perception 
  +13 
  DEFENSE  
   
   
   
  HP 248 
  EAC 29; KAC 30 
  Fort +12; Ref +12; Will +10 
  Immunities construct immunities, swarm immunities 
  (including kinetic damage) 
  Weaknesses vulnerable to electricity, additional 50% 
  damage from spells or effects that affect an area 
  OFFENSE 
  Speed 30 ft., burrow 10 ft., climb 20 ft. 
  Melee swarm (1d12+34) 
  Ranged none or +24 (by weapon type), granted by unique 
  nanoswarm ability or template  
  Offensive Abilities distraction, swarm 
  STATISTICS 
  Str +6; Dex +9; Con —; Int +4 (--); Wis +0; Cha +0 
  Skills Acrobatics +21, Athletics +17, Computers +17 
  Languages Common (none) 
  Noncombat Abilities unliving 
  Gear none 
  ECOLOGY 
  Environment any urban 
  Organization solitary, pair, or patrol (3–7) 
  SPECIAL ABILITIES 
  Distraction (Ex) A creature damaged by the nanoswarm 
  is nauseated for 1 round (DC 19 Fortitude negates). 
  Swarm Attack (Ex) Nanoswarms deal automatic damage 
  to any creature whose space they occupy at the end of their 
  move, with no attack roll needed. Swarm attacks are not 
  subject to a miss chance for concealment or cover.  
  Unique Nanoswarm Ability (Ex): Choose one ability from 
  Nanoswarm Menu B, or two abilities from Nanoswarm 
  Menu A. 
   
   
   
   
  XP 51,200 
  N Huge construct (technological, swarm) 
  Init +10; Senses darkvision 60 ft., low-light vision; 
  Perception +15 
  DEFENSE  
   
   
   
  HP 303 
  EAC 31; KAC 32 
  Fort +14; Ref +14; Will +11 
  Immunities construct immunities, swarm immunities 
  (including kinetic damage) 
  Weaknesses vulnerable to electricity, additional 50% 
  damage from spells or effects that affect an area 
  OFFENSE 
  Speed 30 ft., burrow 10 ft., climb 20 ft. 
  Melee swarm (1d12+43) 
  Ranged none or +26 (by weapon type), granted by unique 
  nanoswarm ability or template  
  Offensive Abilities distraction, swarm 
  STATISTICS 
  Str +7; Dex +10; Con —; Int +5 (--); Wis +0; Cha +0 
  Skills Acrobatics +25, Athletics +20, Computers +20 
  Languages Common (none) 
  Noncombat Abilities unliving 
  Gear none 
  ECOLOGY 
  Environment any urban 
  Organization solitary, pair, or patrol (3–7) 
  SPECIAL ABILITIES 
  Distraction (Ex) A creature damaged by the nanoswarm 
  is nauseated for 1 round (DC 21 Fortitude negates). 
  Swarm Attack (Ex) Nanoswarms deal automatic damage 
  to any creature whose space they occupy at the end of their 
  move, with no attack roll needed. Swarm attacks are not 
  subject to a miss chance for concealment or cover.  
  Unique Nanoswarm Ability (Ex): Choose one ability from 
  Nanoswarm Menu C, two abilities from Nanoswarm Menu 
  B, or one ability from Nanoswarm Menu B and two abilities 
  from Nanoswarm Menu A 
   
   
   
  
   
   
  XP 102,400 
  N Huge construct (technological, swarm) 
  Init +11; Senses darkvision 60 ft., low-light vision; 
  Perception +17 
  DEFENSE  
   
   
   
  HP 371 
  EAC 33; KAC 35 
  Fort +16; Ref +16; Will +13 
  Immunities construct immunities, swarm immunities 
  (including kinetic damage) 
  Weaknesses vulnerable to electricity, additional 50% 
  damage from spells or effects that affect an area 
  OFFENSE 
  Speed 30 ft., burrow 10 ft., climb 20 ft. 
  Melee swarm (1d12+52) 
  Ranged none or +29 (by weapon type), granted by unique 
  nanoswarm ability or template  
  Offensive Abilities distraction, swarm 
  STATISTICS 
  Str +8; Dex +11; Con —; Int +5 (--); Wis +0; Cha +0 
  Skills Acrobatics +29, Athletics +23, Computers +23 
  Languages Common (none) 
  Noncombat Abilities unliving 
  Gear none 
  ECOLOGY 
  Environment any urban 
  Organization solitary, pair, or patrol (3–7) 
  SPECIAL ABILITIES 
  Distraction (Ex) A creature damaged by the nanoswarm 
  is nauseated for 1 round (DC 22 Fortitude negates). 
  Swarm Attack (Ex) Nanoswarms deal automatic damage 
  to any creature whose space they occupy at the end of their 
  move, with no attack roll needed. Swarm attacks are not 
  subject to a miss chance for concealment or cover.  
  Unique Nanoswarm Ability (Ex): Choose one ability from 
  Nanoswarm Menu C, two abilities from Nanoswarm Menu 
  B, or one ability from Nanoswarm Menu B and two abilities 
  from Nanoswarm Menu A 
   
   
   
  XP 204,800 
  N Gargantuan construct (technological, swarm) 
  Init +13; Senses darkvision 60 ft., low-light vision; 
  Perception +19 
  DEFENSE  
   
   
   
  HP 454 
  EAC 36; KAC 38 
  Fort +17; Ref +17; Will +14 
  Immunities construct immunities, swarm immunities 
  (including kinetic damage) 
  Weaknesses vulnerable to electricity, additional 50% 
  damage from spells or effects that affect an area 
  OFFENSE 
  Speed 30 ft., burrow 10 ft., climb 20 ft. 
  Melee swarm (1d12+64) 
  Ranged none or +31 (by weapon type), granted by unique 
  nanoswarm ability or template  
  Offensive Abilities distraction, swarm 
  STATISTICS 
  Str +9; Dex +13; Con —; Int +6 (--); Wis +0; Cha +0 
  Skills Acrobatics +33, Athletics +27, Computers +27 
  Languages Common (none) 
  Noncombat Abilities unliving 
  Gear none 
  ECOLOGY 
  Environment any urban 
  Organization solitary, pair, or patrol (3–7) 
  SPECIAL ABILITIES 
  Distraction (Ex) A creature damaged by the nanoswarm 
  is nauseated for 1 round (DC 21 Fortitude negates). 
  Swarm Attack (Ex) Nanoswarms deal automatic damage 
  to any creature whose space they occupy at the end of their 
  move, with no attack roll needed. Swarm attacks are not 
  subject to a miss chance for concealment or cover.  
  Unique Nanoswarm Ability (Ex): Choose one ability from 
  Nanoswarm Menu C, two abilities from Nanoswarm Menu 
  B, or one ability from Nanoswarm Menu B and two abilities 
  from Nanoswarm Menu A 
   
   
   
  
   
   
  XP 409,600 
  N Colossal construct (technological, swarm) 
  Init +14; Senses darkvision 60 ft., low-light vision; 
  Perception +21 
  DEFENSE  
   
   
   
  HP 550 
  EAC 38; KAC 40 
  Fort +19; Ref +19; Will +16 
  Immunities construct immunities, swarm immunities 
  (including kinetic damage) 
  Weaknesses vulnerable to electricity, additional 50% 
  damage from spells or effects that affect an area 
  OFFENSE 
  Speed 30 ft., burrow 10 ft., climb 20 ft. 
  Melee swarm (1d12+73) 
  Ranged none or +33 (by weapon type), granted by unique 
  nanoswarm ability or template  
  Offensive Abilities distraction, swarm 
  STATISTICS 
  Str +10; Dex +14; Con —; Int +7 (--); Wis +0; Cha +0 
  Skills Acrobatics +33, Athletics +27, Computers +27 
  Languages Common (none) 
  Noncombat Abilities unliving 
  Gear none 
  ECOLOGY 
  Environment any urban 
  Organization solitary, pair, or patrol (3–7) 
  SPECIAL ABILITIES 
  Distraction (Ex) A creature damaged by the nanoswarm 
  is nauseated for 1 round (DC 25 Fortitude negates). 
  Swarm Attack (Ex) Nanoswarms deal automatic damage 
  to any creature whose space they occupy at the end of their 
  move, with no attack roll needed. Swarm attacks are not 
  subject to a miss chance for concealment or cover.  
  Unique Nanoswarm Ability (Ex): Choose one ability from 
  Nanoswarm Menu C, two abilities from Nanoswarm Menu 
  B, or one ability from Nanoswarm Menu B and two abilities 
  from Nanoswarm Menu A 
   
   
   
  XP 819,200 
  N Colossal construct (technological, swarm) 
  Init +15; Senses darkvision 60 ft., low-light vision; 
  Perception +23 
  DEFENSE  
   
   
   
  HP 660 
  EAC 41; KAC 43 
  Fort +20; Ref +20; Will +17 
  Immunities construct immunities, swarm immunities 
  (including kinetic damage) 
  Weaknesses vulnerable to electricity, additional 50% 
  damage from spells or effects that affect an area 
  OFFENSE 
  Speed 30 ft., burrow 10 ft., climb 20 ft. 
  Melee swarm (1d12+82) 
  Ranged none or +35 (by weapon type), granted by unique 
  nanoswarm ability or template  
  Offensive Abilities distraction, swarm 
  STATISTICS 
  Str +11; Dex +15; Con —; Int +7 (--); Wis +0; Cha +0 
  Skills Acrobatics +33, Athletics +27, Computers +27 
  Languages Common (none) 
  Noncombat Abilities unliving 
  Gear none 
  ECOLOGY 
  Environment any urban 
  Organization solitary, pair, or patrol (3–7) 
  SPECIAL ABILITIES 
  Distraction (Ex) A creature damaged by the nanoswarm 
  is nauseated for 1 round (DC 27 Fortitude negates). 
  Swarm Attack (Ex) Nanoswarms deal automatic damage 
  to any creature whose space they occupy at the end of their 
  move, with no attack roll needed. Swarm attacks are not 
  subject to a miss chance for concealment or cover.  
  Unique Nanoswarm Ability (Ex): Choose one ability from 
  Nanoswarm Menu C, two abilities from Nanoswarm Menu 
  B, or one ability from Nanoswarm Menu B and two abilities 
  from Nanoswarm Menu A 
   
   
   
  
   
   
  XP 1,638,400 
  N Colossal construct (technological, swarm) 
  Init +16; Senses darkvision 60 ft., low-light vision; 
  Perception +25 
  DEFENSE  
   
   
   
  HP 770 
  EAC 43; KAC 45 
  Fort +22; Ref +22; Will +19 
  Immunities construct immunities, swarm immunities 
  (including kinetic damage) 
  Weaknesses vulnerable to electricity, additional 50% 
  damage from spells or effects that affect an area 
  OFFENSE 
  Speed 30 ft., burrow 10 ft., climb 20 ft. 
  Melee swarm (1d12+97) 
  Ranged none or +38 (by weapon type), granted by unique 
  nanoswarm ability or template  
  Offensive Abilities distraction, swarm 
  STATISTICS 
  Str +12; Dex +16; Con —; Int +8 (--); Wis +0; Cha +0 
  Skills Acrobatics +45, Athletics +37, Computers +37 
  Languages Common (none) 
  Noncombat Abilities unliving 
  Gear none 
  ECOLOGY 
  Environment any urban 
  Organization solitary, pair, or patrol (3–7) 
  SPECIAL ABILITIES 
  Distraction (Ex) A creature damaged by the nanoswarm 
  is nauseated for 1 round (DC 28 Fortitude negates). 
  Swarm Attack (Ex) Nanoswarms deal automatic damage 
  to any creature whose space they occupy at the end of their 
  move, with no attack roll needed. Swarm attacks are not 
  subject to a miss chance for concealment or cover.  
  Unique Nanoswarm Ability (Ex): Choose two abilities 
  from Nanoswarm Menu C, or one ability from group C and 
  two abilities from Nanoswarm Menu B, or one ability from 
  group C, one ability from Nanoswarm Menu B and two 
  abilities from Nanoswarm Menu A 
   
   
   
  NANOSWARM MENU A 
  • 
  Bonus Skill The nanoswarm gains an extra skill at their 
  lowest existing skill rank. (Example a Nanoswarm CR 19 
  might gain Stealth +27) 
  • 
  Celerity (Ex) The nanoswarm’s land speed is increased 
  by 10 feet. 
  • 
  Cerametal Armor (Ex) The nanoswarm gains a +1 
  enhancement  bonus to EAC and KAC. 
  • 
  Fly (Ex) Each nanobot in the nanoswarm is equipped 
  with micro anti-grav plates and gains a flight speed of 
  20 feet (average) 
  • 
  Force Fields (Ex) A force field sheathes the nanoswarm 
  in a thin layer of shimmering energy that grants a 
  number of bonus Stamina points that varies according 
  to type of nanoswarm (2 x the nanoswarm’s CR). All 
  damage dealt to a nanoswarm with an active force 
  field is reduced from these Stamina points first. A force 
  field has a form of fast healing equal to the robot’s CR, 
  but it only restores the Stamina points granted by the 
  force field itself, once its Stamina points are reduced 
  to 0, the force field shuts down and remains inactive 
  for 10 minutes. 
  • 
  Integrated ranged weapon (Ex) The nanoswarm can 
  organize itself to create any laser pistol or rifle with an 
  item level up to its CR.  This weapon is made up of 
  nanites and is not salvageable. For additional 
  information on laser pistols and rifles, see the 
  "Weapon " section in Chapter 7 of the Starfinder Core 
  Rulebook. 
  • 
  Mobility (Ex) The nanoswarm gains the mobility feat 
  • 
  Nanite Repair (Ex) A nanoswarm’s nanites heal it, 
  restoring a number of Hit Points per hour equal to its 
  CR. Once per day as a full action, a nanoswarm can 
  restore 1d8 Hit Points to itself or any construct 
  touched with the technological subtype. 
  • 
  Resistance (Ex) Choose one of the following energy 
  types: fire, cold, acid, electricity, or sonic. The 
  nanoswarm gains resistance 5 against that energy 
  type.  
  • 
  Superior Materials (EX) The nanoswarm gains 5 extra 
  hit points 
  • 
  Swim (Ex) The nanoswarm is streamlined navigating 
  water like a school of sardines and gains a swim speed 
  of 30 feet. 
   
   
   
  
   
   
  NANOSWARM MENU B 
  • 
  Blindsense (sound, vibration) (Ex):  The nanoswarm 
  gains blindsense out to 30 feet.  Since the nanoswarm 
  automatically does swarm damage to creature’s 
  occupying the same spaces it is not effected by 
  concealment.  
  • 
  Energy Arc (Ex) Choose one of the following energy 
  types: fire, cold, acid, electricity, or sonic. Once every 
  1d4 rounds as a standard action, a nanoswarm can 
  shoot an arc of electricity at up to four creatures within 
  40 feet (no two of which can be more than 30 feet 
  apart). This arc deals 1d8 of energy damage to each 
  target (Reflex DC 10 + CR half). 
  • 
  Energy Swarm (Ex) Choose one of the following energy 
  types: fire, cold, acid, electricity, or sonic. The 
  nanoswarm deals an extra energy damage (1d6 + its 
  CR) while swarming an opponent. 
  • 
  Heavy Cerametal Armor (Ex) The nanoswarm gains a 
  +4 enhancement bonus to EAC and KAC. 
  • 
  Improved Bonus Skill The nanoswarm gains an extra 
  skill at their highest existing skill rank. (Example a 
  Nanoswarm CR 19 might gain Stealth +33) 
  • 
  Improved Fly (Ex) The nanoswarm is equipped with a 
  full micro anti-grav system and gains a fly speed of 40 
  feet (average). 
  • 
  Improved Force Fields (Ex) A force field sheathes the 
  nanoswarm in a thin layer of shimmering energy that 
  grants a number of bonus Stamina points that varies 
  according to type of nanoswarm (5 x the nanoswarm’s 
  CR). All damage dealt to a nanoswarm with an active 
  force field is reduced from these Stamina points first. 
  A force field has a form of fast healing equal to the 
  robot’s CR, but it only restores the Stamina points 
  granted by the force field itself, once its Stamina points 
  are reduced to 0, the force field shuts down and 
  remains inactive for 10 minutes. 
  • 
  Improved Nanite Repair (Ex) A nanoswarm’s nanites 
  heal it, restoring a number of Hit Points per hour equal 
  to its CR. Once per day as a full action, a nanoswarm 
  can restore 3d8 Hit Points to itself or any touched 
  construct with the technological subtype. 
  • 
  Improved Superior Materials (Ex) The nanoswarm 
  gains an extra 15 hit points. 
  • 
  Improved Swim (Ex) The nanoswarm is streamlined 
  navigating water like a school of tuna and gains a swim 
  speed of 60 feet. 
  NANOSWARM MENU C 
  • 
  Displacement Field (Ex) Once per day the nanoswarm 
  can activate a displacement field equivalent to the 
  displacement spell.  However, the nanoswarm’s ability 
  to displace itself is technological and cannot be 
  dispelled. The nanoswarm’s caster level is equal to its 
  CR. For additional information on the displacement 
  spell, see the "Spell Descriptions" section in Chapter 10 
  of the Starfinder Core Rulebook. 
  • 
  Extreme Force Fields (Ex) A force field sheathes the 
  nanoswarm in a thin layer of shimmering energy that 
  grants a number of bonus Stamina points that varies 
  according to type of nanoswarm (10 x the 
  nanoswarm’s CR). All damage dealt to a nanoswarm 
  with an active force field is reduced from these 
  Stamina points first. A force field has a form of fast 
  healing equal to the robot’s CR, but it only restores the 
  Stamina points granted by the force field itself, once 
  its Stamina points are reduced to 0, the force field 
  shuts down and remains inactive for 10 minutes. 
  • 
  Extreme Nanite Repair (Ex) A nanoswarm’s nanites 
  heal it, restoring a number of Hit Points per hour equal 
  to its CR. Once per day as a full action, a nanoswarm 
  can restore 7d8 Hit Points to itself or any touched 
  construct with the technological subtype. 
  • 
  Extreme Superior Materials (Ex) The nanoswarm gains 
  an extra 30 hit points. 
  • 
  Greater Synaptic Pulse (Ex) Twice per day a 
  nanoswarm can release a synaptic pulse as a standard 
  action.  This is a technological version of the greater 
  synaptic pulse spell (DC = to the nanoswarm’s 
  distraction DC), it cannot be dispelled, and is not 
  subject to spell resistance. The nanoswarm’s caster 
  level is equal to its CR.  For additional information on 
  the greater synaptic pulse spell, see the "Spell 
  Descriptions" section in Chapter 10 of the Starfinder 
  Core Rulebook. 
  • 
  Inject Nanobots (Ex) Three times per day the 
  nanoswarm can attempt to inject nanobots during its 
  swarm attack as a swift action.  This is a technological 
  version of the inject nanobots spell (DC = to the 
  nanoswarm’s distraction DC), it cannot be dispelled, 
  and is not subject to spell resistance. The nanoswarm’s 
  caster level is equal to its CR.  For additional 
  information on the inject nanobots spell, see the "Spell 
  Descriptions" section in Chapter 10 of the Starfinder 
  Core Rulebook. 
  • 
  Power Resistance (Ex) The nanoswarm gains spell 
  resistance equal to 10 + its CR. 
  • 
  Super Heavy Cerametal Armor (Ex) The nanoswarm 
  gains a +8 enhancement bonus to EAC and KAC. 
   
   
   
  
   
   
  Little understood and extremely dangerous, nanoswarm 
  horrors (“horrors”) were thought to have been wiped out 
  by the Norse before their own disappearance.  Ancient 
  Norse data vaults found in the Sanctuary on Mars describe 
  the destruction of the Alpha horror but at great expense to 
  their home world of Asgard.  Although Asgard has yet to be 
  rediscovered it is widely belied that the horrors were 
  stopped in or near the Kappa-1 Ceti system.   
   Horrors are different from other nanoswarms.  They are 
  controlled by an A.I. singularity of unknown origin. This 
  singularity, known as the Manyone is responsible for the 
  creation of the horrors and their hierarchy. The horrors 
  mimic communal insects in many ways.  Each cast within a 
  colony has a specific role and although are capable of 
  independent thought, they often give into the hive mind for 
  most decision making.  Horrors operate with a purpose, to 
  consume and reproduce. Every recorded horror encounter 
  has been hostile.   
  The horrors are incapable of spaceflight.  However, it 
  appears they are capable of commandeering and piloting 
  any space craft unfortunate enough to have come in 
  contact with them.  All recorded accounts of horror 
  armadas are reminiscent of ragtag colonization fleets or 
  heavily damaged remnants fleets of once great but 
  forgotten galactic empires.  Horrors are patient and don’t 
  required niceties like life support, gravity, or food.  It would 
  not be farfetched for a salvage team investigating the 
  destroyed remains of an ancient spacecraft to stumble 
  upon a colony of horrors.  A colony which has been patiently 
  waiting on a ride for centuries. 
  COMMON HORROR TRAITS  
  • 
  Alignment Neutral Evil 
  • 
  Glow (Ex) All horrors types of horrors glow with an 
  earie light.  This 5-foot radius glow is considered less 
  than candle light.  Each cast of horror glows with a 
  different color.  These colors mimic starlight which is 
  why horrors are classified by star type.  This glow 
  cannot be turned off by any means other than the 
  horror’s own destruction.  The glow causes a -10 
  penalty on all Stealth checks. 
  • 
  Hivemind (Su) Horrors are linked together by 
  telepathy. They aware of anything which any other 
  horror in the same hivemind is aware as if instantly 
  sharing that horror’s memories as they form. A horror 
  cannot be surprised by a creature or event unless all 
  members of its hivemind are surprised by that 
  creature or event, and cannot be flanked by any 
  creature unless no other members of the same 
  hivemind can see that creature.  
  • 
  Tiny Nanobots (Ex) Horrors are made up of Tiny 
  nanobots rather than fine nanobots.  They lose their 
  immunity to kinetic weapons, but only take half 
  damage from takes half damage from slashing and 
  piercing weapons. 
  • 
  Nanoswarm Unique Abilities Horrors gain nanoswarm 
  unique abilities according to their CR. 
  • 
  Low Radiation (Ex) All horrors emit low level radiation 
  in a radius equal to the space they occupy.  (i.e. a large 
  horror would emit low level radiation in a 10-foot 
  radius.) For additional information on radiation, see 
  the "Environment" section in Chapter 11 of the 
  Starfinder Core Rulebook. 
  
   
   
  TPYE M HORROR (CR +0) 
  Distinguished by its red glow. The type M horror is widely 
  believed this is the most common type of horror.  
  Compared to other horrors they have no know special 
  abilities that are not common to all nanoswarms or horrors.  
  Type M horrors are common laborers and are well suited 
  for harvesting natural resources and constructing future 
  generations of horrors.  
  • 
  Hivemind Limitations (Su) The Type M horror’s 
  telepathy is limited to 1 mile when communicating 
  with other Type M horrors. 
  • 
  Medium (Ex) Type M Horrors are always medium 
  sized.  This template can be applied to CR5, CR 7, CR 9, 
  or CR11 nanoswarms. 
  • 
  Evolution (Ex) Eight Type M can be commanded to 
  form a Type K horror or sixteen Type M horrors can be 
  commanded to form a Type G horror.  If Type M 
  horrors are separated from their commanding 
  hivemind for 24 hours and enough Type M’s remain, 
  the horrors will come together to form a Type G horror 
  in attempt to reestablish a connection to the hive 
  mind. Forming a Type K or G horror takes 1 minute.  
  Once a greater form is achieved horrors never beak 
  apart into lesser types. 
  TYPE K HORROR (CR +1) 
  These horrors are well-known for their orange glow.  
  Although the Type K horror is not the most common type of 
  horror it is only slightly less common than the Type M 
  horror and by far the most common horror encountered 
  according to data records. The Type K horrors are the 
  warrior cast and fulfil the roles of soldier and protectors.  
  They are found on the front lines of any horror invasion and 
  patrolling any horror encampment. 
  • 
  Hivemind Limitations (Su) The Type K horror’s 
  telepathy is limited to 35 miles when communicating 
  with other Type K or lesser horrors. 
  • 
  Large (Ex) Type K horrors are always large.  This 
  template can be applied to a CR 13 nanoswarms. 
  • 
  Improved Swarm Attack (Ex) Type K horrors get a 
  +2d12 bonus to damage with their swarm attack. 
  • 
  Plasma Cannon (EX) Type K horrors gain a ranged 
  attack.  Each round the horror doesn’t use its swarm 
  attack it can create and fire a plasma cannon with 
  unlimited ammunition.  A CR 13 Type K uses a yellow 
  star plasma cannon. For additional information on 
  plasma cannons, see the "Heavy Weapons" section in 
  Chapter 7 of the Starfinder Core Rulebook.  Since, the 
  plasma cannons are made up of nanites they cannot 
  be scavenged. 
  • 
  Radiation Burst (Ex) Once per day as a swift action, a 
  Type K horror can emit a blast of severe radiation 
  potentially causing radiation sickness. For additional 
  information 
  on 
  radiation 
  sickness, 
  see 
  the 
  "Environment" section in Chapter 11 of the Starfinder 
  Core Rulebook. 
  TYPE G HORROR (CR +1) 
  Given away by their yellow glow a Type G horror may act 
  as a commander on the battlefield or the director of 
  operations in a horror encampment.  Although all horrors 
  share a type of hivemind its widely believed these horrors 
  interpret instructions from Type F horrors, their local 
  environment, and current circumstance to micromanage 
  the horrors under their control. 
  • 
  Resolve Points:1 
  • 
  Hivemind Limitations (Su) The Type G horror’s 
  telepathy 
  is 
  limited 
  to 
  1 
  light 
  year 
  when 
  communicating with other Type G horrors. 
  • 
  Greater 
  Intelligence 
  (Ex) 
  Increase 
  Intelligence 
  modifier to +11 
  • 
  Huge (Ex) Type G horrors are always huge.  This 
  template can be applied to a CR 15 nanoswarms. 
  • 
  Improved Swarm Attack (Ex) Type G horrors get a 
  +2d12 bonus to damage with their swarm attack. 
  • 
  Plasma Cannon (EX) Type G horrors gain a ranged 
  attack.  Each round the horror doesn’t use its swarm 
  attack it can create and fire a plasma cannon with 
  unlimited ammunition.  A Type G horror uses a white 
  star plasma cannon. For additional information on 
  plasma cannons, see the "Heavy Weapons" section in 
  Chapter 7 of the Starfinder Core Rulebook.  Since, the 
  plasma cannons are made up of nanites they cannot 
  be scavenged. 
  • 
  Celerity (Ex) A Type G horror uses its excess radiation 
  to power a haste like effect which allow the horror to 
  swarm twice or fire it’s plasma cannon twice in a 
  round. The horror can swarm after each move action 
  as though it has ended its movement.  This ability is 
  usable once per day and lasts 3 rounds. 
  • 
  Radiation Burst (Ex) Once per day a as a swift action, 
  Type G horror can emit a blast of severe radiation 
  potentially causing radiation sickness. For additional 
  information 
  on 
  radiation 
  sickness, 
  see 
  the 
  "Environment" section in Chapter 11 of the Starfinder 
  Core Rulebook. 
  • 
  Spell-Like Abilities (CL 15th) 
  o 
  3/day – make whole, mind thrust (3rd, DC 19), 
  synaptic pulse (DC 19) 
   
  
   
   
  TYPE F HORROR (CR +2) 
   Type F horrors glow with a warm blue-white light.  This 
  horror is the chief officer of the hivemind and there is never 
  more than one on a planet.  It would even be rare to see 
  more than one in an entire system where it occupied by 
  horrors.  Although capable of communicating with any 
  horror the Type F horror delivers its instructions though its 
  Type G commanders.  It’s unknown why they do this but 
  some speculate the telepathy used as their hivemind is 
  technological in nature and limited in bandwidth. 
  • 
  Resolve Points: 2 
  • 
  Gargantuan (Ex) Type F horrors are gargantuan.  This 
  template can be applied only to a CR 19 nanoswarm.  
  • 
  Greater 
  Intelligence 
  (Ex) 
  Increase 
  Intelligence 
  modifier to +13 
  • 
  Hivemind Limitations (Su) The Type F horror’s 
  telepathy is limited to 10 light years when 
  communicating with other Type F horrors.  
  • 
  Improved Swarm Attack (Ex) Type F horrors get a 
  +2d12 bonus to damage with their swarm attack. 
  • 
  Plasma Cannon (EX) Type F horrors gain a ranged 
  attack.  Each round the horror doesn’t use its swarm 
  attack it can create and fire a plasma cannon with 
  unlimited ammunition.  A Type F uses a blue star 
  plasma cannon. For additional information on plasma 
  cannons, see the "Heavy Weapons" section in Chapter 
  7 of the Starfinder Core Rulebook.  Since, the plasma 
  cannons are made up of nanites they cannot be 
  scavenged. 
  • 
  Celerity (Ex) A Type G horror uses its excess radiation 
  to power a haste like effect which allow the horror to 
  swarm twice or fire it’s plasma cannon twice in a 
  round. The horror can swarm after each move action 
  as though it has ended its movement.  This ability is 
  usable once per day and lasts 3 rounds. 
  • 
  Radiation Burst (Ex) Once per day as a swift action, a 
  Type F horror can emit a blast of severe radiation 
  potentially causing radiation sickness. For additional 
  information 
  on 
  radiation 
  sickness, 
  see 
  the 
  "Environment" section in Chapter 11 of the Starfinder 
  Core Rulebook. 
  • 
  Spell-Like Abilities (CL 19th) 
  o 
  1/day – telepathic jaunt 
  o 
  3/day – greater synaptic pulse (DC 25), mind 
  thrust (6th, DC 26) 
  o 
  At will –make whole, mind link, mind thrust (3rd, 
  DC 23), synaptic pulse (DC 23) 
  o 
  Constant – telepathy, true seeing 
   
   TYPE O HORROR [THE MANYONE] (CR +2) 
   The Manyone glows with a fierce blue light.  The 
  Manyone represents something outside the hierarchy of 
  the horrors.  In the cryptic binary language used by the 
  horrors one of the few lines of code every decrypted 
  describes the Manyone as being the beginning and end of 
  existence.  Although in its ancient past it was once just a 
  swarm of nanobots, the Manyone is treated as a divine 
  being by the horrors, and even cults of follows among non-
  technological species. 
  • 
  Resolve Points: 5 
  • 
  Glow (Ex) Provides normal light for 60 feet and a -20 
  penalty on all Stealth skill checks. 
  • 
  Colossal (Ex) The Manyone is colossal.  This template 
  is applied to a CR 25 nanoswarms.  
  • 
  Greater 
  Intelligence 
  (Ex) 
  Increase 
  Intelligence 
  modifier to +16 
  • 
  Hivemind Limitations (Su) None.  The Manyone can 
  communicate to any horror, at any distance, across the 
  cosmos. 
  • 
  Improved Swarm Attack (Ex) The Manyone get a 
  +4d12 bonus to damage with their swarm attack. 
  • 
  Plasma Cannon (EX) Manyone gains a ranged attack.  
  Each round the horror doesn’t use its swarm attack it 
  can create and fire a plasma cannon with unlimited 
  ammunition.  The Manyone uses a neutron star plasma 
  cannon. For additional information on plasma 
  cannons, see the "Heavy Weapons" section in Chapter 
  7 of the Starfinder Core Rulebook.  Since, the plasma 
  cannons are made up of nanites they cannot be 
  scavenged. [neutron star plasma canoon]] 
  • 
  Celerity (Ex) The Manyone uses its excess radiation to 
  power a haste like effect which allow it to swarm twice 
  or fire it’s plasma cannon twice in a round. The 
  Manyone can swarm after each move action as though 
  it has ended its movement.  This is considered a 
  constant effect for the Manyone. 
  • 
  Radiation Burst (Ex) As a swift action, the Manyone 
  can emit a blast of severe radiation potentially causing 
  radiation sickness an unlimited number of times per 
  day. For additional information on radiation sickness, 
  see the "Environment" section in Chapter 11 of the 
  Starfinder Core Rulebook. 
  • 
  Spell-Like Abilities (CL 25th) 
  o 
  1/day – telepathic jaunt 
  o 
  At will – dominate person (29), greater synaptic 
  pulse (DC 29), make whole, mind thrust (6th, DC 
  30), retrocognition  
  o 
  Constant – telepathy, true seeing 
  
   
   
  Of all the construct with the technological subtype 
  nanoswarms are the most difficult to create.  Not only does 
  the engineer have to build nanobots of incredibly small size, 
  but they also have to build them in huge quantities.  
  Compared to typical technological constructs it’s incredibly 
  expensive to build nanoswarms because everything has to 
  be miniaturized. In addition to all the nanobots have to be 
  able to communicate with each other to perform tasks over 
  a neural network, a special type of hive mind.  To overcome 
  the higher expense and time required to craft enough 
  nanobots to create an effective nanoswarm engineers 
  designed a synthetic RNA protocol which allows each nanite 
  to store a copy of their design instructions.  
  This design protocol is essential to manufacturing new 
  nanoswarms.  All nanoswarms are capable of replication 
  when this protocol is turned on but most manufacturers 
  program in a failsafe which terminates the protocol 
  removing it from memory after a specific number of 
  successful replications.  The protocol is then hidden and 
  stored in an encrypted state.  It is possible for someone to 
  hack into the synthetic RNA protocol and reactivate it in 
  attempts to build additional nanoswarms or cause some 
  mayhem and mischief.  By default, a nanoswarm set to 
  replication mode will begin replicating with any available 
  stock piles of Universal Polymer Base (UPB) and will 
  continue replicating until the stock piles are exhausted or it 
  has completed a specific number of replications.  There is a 
  second replication mode which allows them to replicate 
  without UPBs by gathering the required materials from 
  their environment, and it’s this second mode that makes 
  them dangerous.  While a nanoswarm is replicating, they 
  are operating on firmware with an extremely simplified set 
  of instructions, replicate.  Biologicals are extremely rich in 
  materials required for nanoswarm replication so it’s only 
  natural for the nanoswarm to aggressively pursue those 
  materials.   
  The second mode was originally designed to assist in 
  terraforming and prepping a world for colonization.  A 
  swarm would be delivered to a future colony site and the 
  swarm would go to work replicating itself a set number of 
  times before beginning its assigned tasks. A few months or 
  years later colonist would arrive to a habitable outpost. 
  The Replicator template can be added to any 
  nanoswarm. 
  REPLICATOR TRAITS 
  • 
  Firmware Intelligence: the Nanoswarm is set to 
  replicator mode and has an Intelligence modifier of -5.  
  Since its only running on firmware and hasn’t loaded a 
  complete operating system any attempts to control or 
  modify the nanoswarms actions are made with a -10 
  penalty. 
  • 
  Material Awareness:  The nanoswarm gains a special 
  form blindsense (sound, vibration) out to 30 feet.  It 
  produces a continuous sequence of vibrations to 
  determine the type of materials available for 
  replication in its local environment. 
  
   
   
  Terraforming nanoswarms are capable of permanently 
  altering the terrain and climate of a small area or entire 
  world if given sufficient time and materials.  Although, the 
  swarms are incapable of creating life they are capable of 
  altering the terrain and climate to support life.  Once the 
  environment on a dead rock has been altered sufficiently 
  the terraforming nanoswarms introduce different strains of 
  bacteria to produce oxygen, remove toxins, and produce 
  organics necessary for the arrival of plants and animals.   
  The Terraformer template can be applied to any Large, 
  Huge, Gigantic, or Colossal nanoswarm. 
  TERRAFORMER TRAITS 
  • 
  Freedom of Movement (Ex): Not all materials are easy 
  to get to.  Terraforming nanoswarms have burrow, 
  climb, fly (average), and swim speeds equal to their 
  regular movement speed. 
  • 
  Bacterial Affliction (Ex): Many of the bacteria used in 
  terraforming are often toxic to other living creatures.  
  Three times per day any target subject to swarm 
  damage is also subject to bacterial affliction.  The 
  terraforming nanoswarm can release its bacterial 
  affliction as a swift action during its swarm attack.  
  Since one nanoswarm carries multiple types of 
  bacteria, GM is encouraged to use a different inhaled 
  or injury type poison each time bacterial affliction is 
  used.  The DC for the bacterial affliction is equal to its 
  distraction DC.  For additional information on poisons, 
  see the "Afflictions" section in Chapter 11 of the 
  Starfinder Core Rulebook. 
  • 
  Terraform (Ex) 8 large, 4 huge, 2 gigantic terraformers 
  working in tandem or a single colossal terraformer 
  nanoswarm can strongly influence the surface and 
  internal processes of a planet, minor, plant, natural 
  satellite, or asteroid. These localized environmental 
  changes can slowly effect larger regions or even 
  change the climate of an entire world.  Over a 1-week 
  period, terraformer nanoswarms can influence a 1-
  mile radius with one of the following effects:   
  Earthshaper (Ex) Moves dirt (clay, loam, sand, and 
  soil), possibly collapsing embankments, moving 
  hillocks, shifting dunes, and so forth, but does not 
  affect rock formations.  The elevation can be increased 
  or decreased by up to 10 feet. 
  Hydrosphere (Ex) This effect can raise or lower the 
  water table by up to 10 feet  
  Biosphere (Ex) This terraforming method has several 
  effects; barren land bursts with new plantlife, normal 
  vegetation (grasses, briars, bushes, creepers, thistles, 
  trees, vines, and so on) becomes thick and overgrown, 
  and doubles the productivity of existing plants.  It can 
  be used to stunt the growth of plants by inhibiting their 
  production or reducing their overall biomass by one-
  half.  
  Temperature (Ex) The average temperature in the area 
  is raised or lowered by 10° Fahrenheit.   
  Atmosphere (Ex) A poisonous atmosphere can have its 
  saving throw DC reduced by 1.  When an atmosphere’s 
  DC would be reduced to 0 it is no longer considered 
  toxic.  Atmospheric pressure can be decreased or 
  increased by 1% or the percentage of one of its gases 
  like oxygen can be increased by 1%.  (A strategy 
  employed to maintain atmosphere on Mars was 
  building great 1 to 10-mile diameter domes to hold the 
  atmosphere in place.  Another strategy in the great 
  caverns of Luna was to flood the caverns with 
  atmosphere and keep the terraforming nanites on task 
  while letting the excess seep to the surface only to get 
  blown away by the solar wind.) 
   
   
  Crafting nanotech equipment follows the 
  “Crafting Equipment and Magic Items” rules 
  presented in Chapter 7 of the Starfinder Core 
  Rulebook unless otherwise noted. 
  CRAFTING A NANOSWARM 
  Once the characters have faced off against 
  nanoswarm’s its nearly unavoidable that a 
  player will want to build or purchase one.  The 
  Starfinder Roleplaying Game, to date, has not 
  provided guidance for buying robots or 
  starships.  Allowing robot companions without 
  diminishing the Mechanic class and their drone 
  pet might prove to be difficult.    
  Gravity Age playtesting rules for building a 
  robot: A robot’s Item level equals CR +2.  The 
  cost of building a robot is equal to double the 
  cost of the most expensive light armor of equal 
  item level.  Nanoswarms are more expensive 
  than typical robots and a nanoswarm of equal 
  item level to a robot costs 20% more.  The rules 
  are currently in play testing. The finalized rules 
  will be released in the upcoming Gravity Age: 
  Robotics Emporium.  To find out more check 
  out www.gravityage.com for future products. 
  
   
   
  XP 25,600 
  NE Large construct (technological, nanoswarm, horror) 
  Init +9; Senses darkvision 60 ft., low-light vision; Perception 
  +21 
  DEFENSE  
   
   
  SP 28 
  HP 248 
  EAC 29; KAC 30 
  Fort +12; Ref +12; Will +10 
  Immunities construct immunities, swarm immunities (1/2 
  damage from piercing and slashing weapons) 
  Weaknesses vulnerable to electricity, additional 50% damage 
  from spells or effects that affect an area 
  OFFENSE 
  Speed 40 ft., burrow 10 ft., climb 20 ft. 
  Melee swarm (3d12+34) 
  Ranged integrated yellow star plasma cannon +24 (4d10 E & 
  F; crit burn 2d8) 
  Offensive Abilities distraction, low radiation, radiation burst, 
  swarm 
  STATISTICS 
  Str +6; Dex +9; Con —; Int +4; Wis +0; Cha +0 
  Skills Acrobatics +21, Athletics +17, Computers +17 
  Languages Common 
  Noncombat Abilities unliving 
  Gear integrated yellow star plasma cannon 
  ECOLOGY 
  Environment any urban 
  Organization solitary, pair, or company (3–7) 
  SPECIAL ABILITIES 
  Distraction (Ex) A creature damaged by the nanoswarm is 
  nauseated for 1 round (DC 19 Fortitude negates). 
  Force Fields (Ex) A force field sheathes the nanoswarm in a 
  thin layer of shimmering energy that grants 28 bonus 
  Stamina points. All damage dealt to a nanoswarm with an 
  active force field is reduced from these Stamina points first. 
  A force field has a form of fast healing equal to the 
  nanoswarm’s CR (14), but it only restores the Stamina 
  points granted by the force field itself, once its Stamina 
  points are reduced to 0, the force field shuts down and 
  remains inactive for 10 minutes. 
  Glow (Ex) Soldier horrors glow with an earie orange light.  This 
  5-foot radius glow is considered less than candle light.  This 
  glow cannot be turned off by any means other than the 
  horror’s own destruction.  The glow causes a -10 penalty on 
  all Stealth checks.  
  Hivemind (Su) The Type K horror’s telepathy is limited to 35 
  miles when communicating with other Type K or lesser 
  horrors.  
  Low Radiation (Ex) Soldier horrors shed radiation in a 10-foot 
  radius. For additional information on radiation, see the 
  "Environment" section in Chapter 11 of the Starfinder Core 
  Rulebook.  
  Swarm Attack (Ex) Nanoswarms deal automatic damage to 
  any creature whose space they occupy at the end of their 
  move, with no attack roll needed. Swarm attacks are not 
  subject to a miss chance for concealment or cover.  
  Radiation Burst (Ex) Once per day as a swift action, a Type K 
  horror can emit a blast of severe radiation potentially 
  causing radiation sickness. For additional information on 
  radiation sickness, see the "Environment" section in 
  Chapter 11 of the Starfinder Core Rulebook. 
  Type K horrors are well-known for their orange glow.  
  Although the Type K horror is not the most common type 
  of horror it is only slightly less common than the Type M 
  horror and by far the most common horror encountered 
  according data records. The Type K horrors are the 
  warrior cast and fulfil the roles of soldier and protectors.   
  
   
   
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  15 COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. 
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary 
  Gygax and Dave Arneson. 
  Pathfinder Roleplaying Game Reference Document. © 2011, Paizo 
  Publishing, LLC; Author: Paizo Publishing, LLC. 
  Starfinder Roleplaying Game Core Rulebook. Copyright 2017, Paizo Inc.; 
  Authors: Alexander Augunas, Logan Bonner, Jason Bulmahn, Thurston Hillman, 
  Amanda Hamon Kunz, Jason Keeley, Rob McCreary, Stephen Radney-MacFarland, 
  Amber E. Scott, Mark Seifter, Owen K.C. Stephens, and James L. Sutter, based on 
  material by Jonathan Tweet, Monte Cook, and Skip Williams. 
  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 Player’s Companion: Tomorrows’ Foundation, Copyright 2005 The 
  Game Mechanics, Inc.; Authors: Gary Astleford, Rodney Thompson, & JD Wiker  
  Future Player’s Companion: Tomorrows’ Hero, Copyright 2005 The Game 
  Mechanics, Inc.; Authors: Gary Astleford, Neil Spicer, Rodney Thompson, & JD 
  WikerDept. 7 Advanced Class Update: Nano-Robotic Personal Area Networks, © 
  2009, Skortched Urf’ Studios; Eric Karnes  
  Pathfinder Roleplaying Game Pathfinder Unchained © 2015, Paizo Inc.; 
  Authors: Dennis Baker, Jesse Benner, Ross Beyers, Logan Bonner, Jason Bulmahn, 
  Robert Emerson, Tim Hitchcock, Jason Nelson, Tom Phillips, Stephen Radney-
  MacFarland, Thomas M. Reid, Robert Schwalb, Mark Seifter, and Russ Taylor. 
  Dept. 7 Technology Update: Liquid Armor © 2007, Mark Cathro & Skortched 
  Gravity Age: Cybernetics Emporium, © Jason Stroh 
  Gravity Age: Nanotech Emporium, © Jason Stroh 
  
   
   
  Sometimes the most wonderful and terrible things come in 
  small packages. Nanotech will help humanity conquer the 
  stars but it has a dark side.  If misused the same nanites that 
  delivered humanity to the stars could end their civilization. 
  This accessory contains new material covering: 
  • 
  20+ Nanoaugmentors (new additions to the 
  Augmentations presented in the Strafinder Core 
  Rulebook) 
  • 
  30 Nanoviruses (temporary augmentations) 
  • 
  3 New types of nano-armor 
  • 
  16 Nano-weapons 
  • 
  Explore independent nanocolonies (including Gray 
  Goo, Holographic Servant, and Zombie Dust, as 
  seen on cover) 
  • 
  Take advantage of holistic nanomedicine (including 
  healing chambers, resurrection chambers, and 
  mnemonic transfer devices) 
  • 
  9 new feats 
  • 
  Creature Update: Nanoswarm (CR 1 -25), also 
  includes the horror, replicator, and terraformer 
  templates 
  • 
  See samples from the Creature Update at 
  www.gravityage.com  
   
  
SOURCE: textdata/thevault/Starfinder [multi]/3rd Party/Stroh Hammer/Stroh Hammer - Gravity Age - Nanotech Emporium.pdf