Neural Interface Network
The human brain is a powerful tool if used correctly, but there are things that it simply cannot do. With a liberal application of nanobots to the users bloodstream this changes completely. The nanobots join together in the brain along the neurons, making a complex computer system within the host's skull. The computer is remarkably advanced and is capable of linking directly with nearby terminals and planetary data networks easily, as well a perform complex calculations in seconds.
Effect: The user counts of having both an Autolink Terminal and a Hand-Held Computer Up-Link. Additionally, the user can hold data within this computer and perform complex computing.
Cost: 3000 Credits
Active Retinal Vision
Even with infrared, night vision, and X-ray vision an agent can still have trouble gathering data in the field. An infused agent has his retinas coated in nanomachines that can provide all three types of vision at once. The machines are capable of highlighting anything of interest for the user's convenience as long as the user wills them to do so. This provides an incredible boon to scouts and infiltration specialists alike.
Effect: Grants the user the following types of vision:
Infrared: Allows the wearer to see the thermal images of anything within a 30 square radius. Hiding and sneaking are ineffective as long as the hiding or sneaking entity is in the view of the wearer.
Night Vision: Eliminates all penalties associated with darkness. The user can see everything as normal even in total darkness.
X-ray: Allows the wearer to see through walls and creatures. If a creature has a skeleton, then it is visible along with any damage done to it. This grants a +1 modifier to critical damage rolls by the wearer. If the creature has no discernible skeleton then the bonus does not apply.
The user may have any number of these active at once, and may also choose a type of item or terrain to look for. If the chosen item is around it will be highlighted in the user's vision, grating him a +8 bonus to notice tests when looking for the highlighted items.
Cost: 4000 Credits
Inter Muscular Pneumatics
In order to increase the abilities of agents in the field many CO's turn to this specific implant to get the job done. Nanobots are injected into the recipient's muscles and form into a kind of molecular pneumatics, increasing the host's strength, speed, and jumping power.
Effect: Gives a permanent +3 to strength and Agility. Additionally, it doubles the results of any jump test.
Cost: 6000 Credits
Skeletal Battery System
When the power is out and you need to run heavy machinery all you need is a good enough charge. This implantation forms a battery in the host's chest cavity that is capable of generating over 1000 volts of energy and directing it through the users palms and into whatever he is touching. This allows him to power most machines and deliver shocks capable of flat lining a normal human.
Effect: The character can power any machine he touches three times a day or deliver a shock to their foe on touch. The shock does 3D6 fatigue and forces the target to make an endurance test (Difficulty 13) or die. This can be done three times a day.
Cost: 4500 Credits
Dermal Weave
Human skin is an incredibly weak defense against the myriad of dangers present in the universe. A liberal amount of nanobots can overcome this problem by forming together under the skin and create a weave of tiny robots, protecting the host form harm.
Effect: Gives the host a damage reduction of 1 (Applies no matter the attacks armor penetration) that stacks with armor. Additionally, it reduces the result of all critical hit rolls by 1.
Cost: 5400 Credits
Nanomolecular Synthesis
Versatility is the greatest weapon any soldier could possess on the field, yet the human body is ill suited to carry the equipment needed to perform many of the actions necessary during action. To remedy this problem scientists have created a special kind of nanobot that can exit the hosts skin without causing injury and form together into a multitude of weapons and tools. This requires a rather large amount of nanobots to be injected, but the benefits far outweigh the drawbacks.
Effect: The character can create the following item in his hand out of nanobots and then break them back down after use:
-Lock Picking Set
-HackLink
-Welding Torch
-Chemical Injector
-Motion Detector
-Flashlight
Additionally, the character can create the following melee weapons in their hand:
-Knife
-Axe
-Sapper Gloves
-Police Baton
-A6B Shredder
The character can also create any kind of pistol that uses nanoclips as ammunition, but must be holding a nanoclip in his hand.
Forming an item takes 1 round and all items are attached to the character's hand.
Due to the large amount of nanobots needed for this implant, it counts as having three augmentations instead of one.
Cost: 15000 Credits
Adaptive Dermis
There are many things that can destroy human tissues and kill with startling speed. These nanobots have been designed to prevent loss of life by being able to temporarily tailor the tissues of the host into forms more resilient against whatever kind of attack is being directed against it.
Effect: During combat, whenever the host is hit with any damage type, he gains a damage reduction of 3 (Applies no matter the attacks armor penetration) against that type of damage. This disappears once combat is over.
Cost: 8500 Credits
Kinetic Flesh
The ability to store kinetic energy and release it through a blow is not exclusive to melee weaponry. Its effects can be replicated using nanobots. These small machine store little kinetic energy themselves, but together they store enough to do a great deal of harm to an opponent.
Effect: The user's unarmed attacks do double fatigue damage. When using a melee weapon, whatever damage is blocked due to damage reduction is instead dealt as fatigue.
Cost: 4850 Credits
Light Refraction
For the stealth inclined individuals, visibility is always an issue. This augmentation lines the user's skin with nanomachines which bend light around the user. Rendering him essentially invisible.
Effect: The host becomes invisible to human sight at will. This provides a +10 bonus to hide and sneak tests. Other modes of vision (infrared, x-ray) will be able to detect the user.
Cost: 6000 Credits
Those Nanotech infusions you guys wanted to see.
Oh yeah, Inaluct, you said you wanted to discuss something about my game awhile ago. What was it?