Nanoaugmentations

Nano-Augmentations are what make a member of the CEC what they are.  Through the use of microsurgery and medical nanites, cybernetic systems are essentially constructed inside their body over the course of a length of time between several hours and several days (depending on the complexity of the augmentation).  The implants interface themselves with the user’s neural system for control and functionality purposes.  Learning to use the implants takes time, so you can’t just get the augmentation and immediately use it.

* indicates bonus for all CEC members, gained at character creation or when they join the CEC. (Biomonitor, CEC Neural Implant, Subcutaneous Comlink, Glide Systems, HUD, Move-By-Wire System, Regenerative Implant)

Analytical Nose – You add chemical sensors to your nasal cavity and sinuses, along with an implant which processes this sensor data into a more useful form. You can tell the chemical composition of a substance simply by inhaling it, but you will need the make the appropriate Knowledge check to actually determine what this chemical composition means.

Analytical Tongue – You add chemical sensors to your tongue, along with an implant which processes this sensor data into a more useful form. You can tell the chemical composition of a substance simply by tasting it, but you will need the make the appropriate Knowledge check to actually determine what this chemical composition means.

Attention Coprocessor – While hardware that allows true multi-tasking is still out of reach, this frontal cortex and limbic system implant enhances the brain’s ability to scan sensory input outside of the person’s primary mental focus. This boosts the character’s continuous partial attention—the overall awareness of several ongoing things at once, and the ability to shift concentration to what’s most important without losing track of what’s happening in the background. In game terms, the attention coprocessor a +2 modifier to Perception checks.  This Nano-Augmentation can be taken two additional times, each time adding another +2 to Perception checks.

Balance Enhancer – This modification to your inner ear augments your natural sense of balance with additional sensors that allow you to detect your orientation with respect to the local gravity source. You gain Skill Focus (Acrobatics) as a bonus feat.

*Biomonitor – This is an implanted version of the Biomonitor equipment.  Instead of a single device, it is instead a network of sensors scattered throughout the recipient’s body.  While the base NMS system provides a very basic form of this, it is often upgraded to have full biomonitor functionality.

Bio-Stabilizer Implant – The bio-stabilizer implant stores and transmits basic knowledge of various poisons and toxins into the mind of the character, teaching the brain to synthesize antidotes.  The user of a bio-stabilizer implant is immune to poison.

Cardio Implant – A cardio implant encourages the brain to send vital chemicals to the heart and other organs, revitalizing them and giving the user greater physical reserves.  The user of a cardio implant gains +1 hit point per level.

*CEC Neural Implant – This implant forms the core of the CEC member’s ability to interface with both their NMS and cybernetic implants.  It acts as a buffer between their other neural implants and the comlink, translating data signals received into data that their brain can process as sensory information.  This also effectively gives their brain the capabilities of a simple datapad (viewing and editing of data).  In addition, this allows a CEC member to interface with a non-wireless capable electronic device by simply touching it near an open data port.  Automated systems controlled by the Neural Implant will use the NMS to create a temporary physical link to the data port, allowing for access to the device.  A CEC Neural Implant functions as a Model V Wirehead implant for the purposes of controlling drones, but it does not allow for starship-level control.

Combat Implant [Human] – The combat implant stores and transmits basic knowledge of a variety of weapons into the mind of its user.  A combat implant eliminates penalties to attack rolls for weapons the user is not proficient with, with the exception of weapons not created by humanity, in which case it takes a -2 penalty to attack instead of a -4

Commlink Range Increase (Requires: Subcutaneous Comlink): This nanoaugmentation installs a deployable antenna in your head.  Deploying this antenna is a move action, and while it is deployed the range of your subcutaneous comlink increases to that of a long-range comlink.

*Comlink, Subcutaneous – A subcutaneous comlink features special sensors and transmitters attached to the vocal and auditory organs of the host.  This allows the character with this implant to hear comlink transmissions and to send his or her own by making only slight vocal sounds.  When a character with a subcutaneous comlink wishes, he or she can communicate through this comlink without making a sound at all, they basically just think what they want to say and the comlink picks up on the nerve signals, interprets it, and transmits.  This function can only be used after the comlink has had a chance to ‘learn’ the character’s speech patterns, which usually takes about a month.  This comlink also interfaces with the character’s wireless data network and other implants.  Otherwise, this functions as a short-range comlink.

Ear, Increased Sensitivity – This modification allows the user to hear sounds outside the range of normal human hearing. The user can hear both ultrasonic, high-frequency sounds (including ultrasound emitters) and infrasonic, low-frequency noises.  The user can control what frequency ranges he listens to, turning them “on” and “off ” at will.

Ear, Stress-Detector – This nanoaugmentation tunes the recipient’s ears to help detect minute variances in voice patterns, revealing stress or lies.  This provides a +2 bonus on Perception checks made to Sense Deception or Sense Influence.

Eye, Flare Compensation – This nanoaugmentation either adds a photosensitive dimming layer to your cornea, or more commonly, a fast-responding shutter just behind your iris linked to photoreceptors on your retina, which rapidly closes off the eye for just long enough to block the effects of flash-bangs and similar weapons.

Eye, Infrared Sensor – This implant adds infrared sensors to the character’s retina, allowing them to see heat signatures as well as visible light.  This grants the character Darkvision.

Eye, Telescopic – A telescopic eye is a lens and iris replacement, giving the character the ability to zoom in on remote objects, granting the bearer a greater range of distant vision.  A telescopic eye allows the character to take range penalties to Perception checks every 20 squares instead of every 10 squares.  They can also be used as in microscopic vision mode, providing a +4 bonus to Mechanics checks when working with very small parts (GM’s discretion).  It also gives the character’s eyes a notable mechanical look.

*Glide Systems – This implant consists of a multitude of tiny control surfaces that extend from the character’s body, primarily their arms and hands, in addition to microthrusters in their clothing and armor.  When combined with the inertial control fields in Shield Gauntlets, this implant provides the character a 6-to-1 glide ratio (for every 1 square they fall they can move 6 squares horizontally).  This implant provides no means of getting into the air.  With two standard + swift actions and the expenditure of 4 NMS reserve units, the character can deploy a full glide wing, increasing the glide ratio to 15-to-1.  Both the tiny control surfaces and glide wing are controllable, so the character can descend at a faster rate if they wish.

*HUD – This implant hacks the character’s visual cortex, providing a heads-up display and target-recognition overlays.  A character with a HUD nanoaugmentation is also considered to have the benefits of a helmet package (+2 perception and low-light vision).  This also allows the character to interface with smartguns without requiring a helmet package or other method of viewing a heads up display (such as display contacts or glasses).

Internal Air Tank – The internal air tank replaces part of one lung with a pressurized internal air reserve that allows the user to hold her breath for up to 2 hours. This allows extended underwater operations as well as protection from inhalation-vector toxins–assuming the user holds her breath. Refilling the air tank takes 5 minutes of normal breathing.

Memory Implant – A memory implant reinforces and augments the memory centers of the brain, making it possible to recall knowledge locked away in the user’s mind.  The user of a memory implant can reroll any Knowledge check, keeping the better result.

*Move-By-Wire System – Move-by-wire-systems are the cutting-edge in motion control and reaction augmentation.  They operate by putting the user’s body in a constant state of seizure, so that it wishes to move in all directions simultaneously. This is what allows a CEC member to react fast enough to utilize their shield bracers to deflect incoming ranged attacks.  An implanted computer system monitors the seizure and counteracts its effects until the user wishes to act.  At that point, it channels the effects of the seizure along the desired path of motion, enabling the user to act with amazing speed and move with unnatural smoothness. This is the last initial implant that CEC receive and are trained to use, due to the danger it poses to themselves without proper training.
The initial grade of this system confers no bonus other than allowing proper use of the shield bracers.  It can be upgraded twice by using available Nano-Augmentations granted by the Nano-Augmentations feat.  Each upgrade grants a cumulative +4 Cybernetic bonus to the Initiative skill, a +4 Cybernetic bonus to the Acrobatics skill, a +2 Cybernetic bonus to Reflex Defense, and a +4 bonus to the Nanite Control skill when using the Block or Deflect talents.  Once upgraded, the system runs as normal, but the bonuses (aside from the bonus to Initiative) only apply when the character switches from stand-by to Active Mode (a free action).  The bonus to the Initiative skill is an effect of the Engineer’s Companion AI monitoring potential threats, and as long as the AI is active the bonus to initiative is in effect.  Active Mode can only be used for a total of 10 rounds per day before the user risks damage to themselves due to overstressing their biology.  Every round it is used past 10 per day, the user takes 2d6 nonlethal damage and 1d6 lethal damage as their organs and musculoskeletal structure are pushed beyond their intended biological limits.

Move By Wire System, Adrenal Augmentation – This nanoaugmentation adds a set of implants that attach to your adrenal glands that can stimulate adrenaline distribution and help it work more efficiently. When you activate your Move-By-Wire System, you can choose to activate this nanoaugmentation as well. Doing so grants you an additional move or standard action per turn, however it doubles the consumption of the the rounds of ‘safe use’ of the Move-By-Wire System, and doubles the damage you take if you are out of safe rounds.

Move By Wire System, Improved Adrenal Augmentation (Requires: Move By Wire System, Adrenal Augmentation) – This additional augmentation of your adrenal glands allows you to stimulate adrenaline distribution for different reasons and increase adrenaline production. ‘Safe Use’ rounds of the Move-By-Wire System are no longer consumed at double the rate. Additionally, you now add your Constitution modifier to Climb, Jump, and Swim checks.

Nerve Reinforcement Implant – The nerve reinforcement implant augments the signals sent from the brain through the central nervous system, making the body’s senses difficult to overload through conventional means.  The user of a neural-reinforcement implant gains a +5 equipment bonus to Damage Threshold against stun damage.

Penetrator Upgrade (Requires: CEC Neural Implant; Eye, Infrared Sensor; HUD) – The Penetrator Upgrade is an additional software suite for the CEC Neural Implant.  Utilizing visual-light and infrared input from the recipient’s eyes, the software suite highlights weak points in armor and structural weaknesses in targets.  A recipient of this nanoaugmentation ignores half the damage reduction and hardness in targets they attack.

*Regenerative Implant – The regenerative implant represents the network of nanites that work in the character’s body, repairing damage at a constant rate without being commanded to do so.  These character recovers twice as many hit points as normal from natural healing.  This implant is totally automated and requires no training to use.

Retractable Climbing Claws – These claws are short and hooked, and their bone attachment is reinforced. They extend from the finger tips as needed and assist in climbing, giving the user a +4 bonus on Climb checks. If used as weapons, climbing claws deal 1d6 slashing damage.

Skeletal Reinforcement – This implant enhances the character’s skeletal structure with high-impact polymers and carbon fiber reinforcement, increasing bone density and the ability to endure high-impact collisions.  A character with skeletal reinforcements gains a +2 equipment bonus to damage threshold.

Sensory Enhancement – This sensory-enhancement package places cybernetic augmentations on nerve endings in various sensory organs, reducing the signal-to-noise ratio and allowing the character to notice what might otherwise have been missed.  A character with the sensory-enhancement package reduces by 2 any penalties to Perception checks made to notice a target with concealment or total concealment.

Subdermal Carbon Fiber Weave – A carbon fiber weave deposited beneath the character’s epidermis provides a +1 natural armor bonus to Reflex Defense.

Tracheal Filter – This nanoaugmentation builds successive layers of filters inside your trachea. Each time you select this nanoaugmentation, you receive a +4 bonus to your Fortitude defense against inhaled poisons and inhaled diseases.

Tremor Sensor – A tremor sensor is installed in the feet and hands of the character.  Connected to the nervous system, the tremor sensor detects minute vibrations in the ground, warning the host of approaching enemies, or it can be used to search for movement inside rubble (the original intent of the implant).  A character with the tremor-sensor augmentation takes no penalty to Perception checks to notice targets that have concealment or total concealment, provided the target moved, or attempted to move, on its last turn.

Epic Space Adventures Abound!