Nanite Abilities

NMS Reserve Cost: Some applications of the Nanite Control Skill, Nanite Abilities and Nanospells draw on the user’s material reserves.  The NMS Reserves can be replenished via the  Dissassemble application of the Nanite Control Skill.  Internal NMS Reserve caps at 10 units, with each unit adding 1 kilogram of weight.  This represents the matter stored in the 10 primary tanks (2 per upper arm, 1 per shoulder blade, 2 per femur, 1 in each hip).  The internal tanks can be supplemented with external reserves, detailed in the equipment section.

Combustion – You use your nanites to spark and ignite flammable materials in your NMS Reserve Tanks, creating pyrokinetic spray of sparks.

    NMS Reserve Cost – 1 Unit
    Time – Standard Action
    Targets – All targets within a 2×2 area (the entire area must be within 12 squares of you and in your line of sight)
    Make a Nanite Control Check.  Compare the result to the Fortitude Defense of each target in the affected area.  If the check result equals or exceeds a target’s Fortitude Defense, the target takes 4d6 points of fire damage and catches on fire.  If the attack misses, the target takes half damage and does not catch on fire.  This is an area attack.
    The result of your Nanite Control check determines the attack bonus of the fire each round it burns.  This replaces the fire’s normal attack bonus of +5.
    Special – You can spend a Hero Point to move one target hit by this power -1 step along the condition track.

Crucitorn – Through a combination of use of your implants and mental discipline, you can ignore the debilitating effects of physical pain and focus despite great physical trauma.

    Time – Reaction (to any damage).
    Target – You
    Make a Nanite Control Check.  The result of the check determines the result, if any.

      DC 15: You gain a +5 Force bonus to your damage threshold against any damage you take from triggering source.
      DC 20: As DC 15, except the Force bonus increases to +10.
      DC 25: As DC 15, except the Force bonus increases to +15.
      DC 30: As DC 15, except the Force bonus increases to +20.

    Special – You can spend a Hero Point to increase the bonus to your damage threshold by an additional +5.

Drain Energy – You can draw the energy out of a powered object by using your nanites to short out its energy cell, power pack, or power generator.

    Time – Standard Action
    Target – One powered weapon or object within 6 squares of you and in your line of sight.
    Make a Nanite Control Check.  The result of the check determines the result, if any.

      DC 20: You drain the energy from the energy cell or cells power a Small or smaller object.  You completely drain the object of its energy, and it cannot be used until the energy cells are replaced.
      DC 25: As DC 20, except you drain a Medium or smaller object.
      DC 30: As DC 20, except you drain a Large or smaller object.
      DC 35: As DC 20, except you drain a Huge or smaller object.

    If the object is being powered by a power generator, you drain all of the power from that instead.
    Special – You can spend a Hero Point to increase the size of the object that can be drained by one size category (up to Gargantuan).

Inertia – You can use your Shield Gauntlets to shift your body’s inertia, allowing you to perform impossible stunts.

    Time – Move Action
    Target – You
    Make a Nanite Control Check.  The result of the check determines the result, if any.

      DC 15: You move up to half your speed along a wall as though it were the ground, ignoring the normal effects of gravity for the duration of this movement.  If you are not on the ground when you end this movement, you fall to the ground.
      DC 20: As DC 15, except you can move at your normal speed along the wall.
      DC 25: As DC 15, except you can move at your normal speed + 2 squares along the wall.
      DC 30: As DC 15, except you can move at your normal speed + 4 squares along the wall.

    Special – You can spend a Hero Point to increase the speed you move along the wall by +2 squares.

Inertial Strike – You use your Shield Gauntlets to increase the inertia of the melee weapon you are using, or the inertia of your fists.

    Time – Swift Action
    Target – You
    Make a Nanite Control Check.  The result of the check determines the effect, if any:

      DC 15: Gain a +1 Force bonus on your next attack roll made before the end of your next turn and deal an additional 1d6 points of damage if the attack hits.
      DC 20: As DC 15, except you deal an additional 2d6 points of damage.
      DC 25: As DC 15, except you deal an additional 3d6 points of damage.

    Special – You must be using a melee weapon, unarmed weapon, or unarmed strike to benefit from this ability.  You can spend a Hero Point to deal an additional 2d6 points of damage on your next attack.

Ionize – You use your nanites to overload electronic systems, damaging or even destroying them.

    NMS Reserve Cost – 1 Unit
    Time – Standard Action
    Target – One target within 6 squares and with in line of sight.
    Make a Nanite Control Check.  Compare the result to the target’s Reflex Defense.  If the check result equals or exceeds the target’ s Reflex Defense, the target takes damage as determined by the results of your Nanite Control check:

      DC20: The target takes 4d6 points of ion damage.
      DC25: The target takes 5d6 points of ion damage.
      DC30: The target takes 6d6 points of ion damage.

    Special –  You can spend a Hero Point to increase the ion damage dealt by this ability by 2d6.

Nanite Transfer – With a touch, you willingly transfer some of your medical-grade nanites in your system, normally used for healing you, to an ally to heal them instead.

    Time – Standard Action
    Target – One other living creature touched.
    Duration – The healing happens at a rate of 2 hit points per hour.
    Make a Nanite Control check.  The result of this check determines the effect, if any.

      DC 15: The target heals a number of hit points equal to your character level.
      DC 20: The target heals a number of hit points equal to your 2 x character level.
      DC 25: The target heals a number of hit points equal to your 3 x character level.
      DC 30: The target heals a number of hit points equal to your 4 x character level.

    Special – Each time you use this ability, you move -1 persistent step down the condition track.  You must rest for 8 hours to remove this condition.  You may spend a Hero Point to avoid moving down the condition track when you use this ability.

Surge – By using your Shield Gauntlets to decrease your inertia, you enable yourself to jump great heights and distances as well as move quickly.

    Time – Free Action
    Target – You
    Make a Nanite Control Check.  The result of the check determines the effect, if any:

      DC 10: You gain a +10 Force bonus on Jump checks and your speed increases by 2 squares until the start of your next turn, and the distance you can jump is not limited by your speed for the same duration.  The Force bonus on Jump checks includes the adjustment for increased speed.
      DC 15: As DC 10 except: +20 Force bonus on Jump checks, speed increases by 4 squares.
      DC 20: As DC 10 except: +30 Force bonus on Jump checks, speed increases by 6 squares.

    Special – You can spend a Hero Point to increase the spell’s Force bonus on Jump checks by 10 and increase your speed by an additional 2 squares.  Using the surge ability counts as a running start for determining a Jump DC.  You may spend a Destiny Point to gain an additional 4 squares of movement; when you do so, you may also use any and all movement for the round as part of a jump (no Jump check required).

Technometry – You can tap into and read technological devices and, in some cases, control them.

    Time – Standard Action
    Target – One electronic device touched.
    Make a Nanite Control Check.  Compare the result to the target’s Will Defense.  If the check equals or exceeds the target’s Will Defense, you discover one piece of information contained within the target’s memory as determined by the Access Information table under the Use Computer skill description.  For every 5 points that you exceed the target’s Will Defense, you can learn one additional piece of information. Unlike ‘more proper hacking,’ you do not need to worry about the target’s barriers, you bypass them completely and are physically reading the information off of the device’s storage media – however this does mean that this ability is impaired by data encryption, and is useless at gaining access to networked storage. At the GM’s discretion, you can use this to control technological devices as well.
    Special – You can spend a Hero Point to learn two more pieces of information.

Epic Space Adventures Abound!