Stroh Hammer - Gravity Age - Nanotech Emporium PDF
Stroh Hammer - Gravity Age - Nanotech Emporium PDF
Stroh Hammer - Gravity Age - Nanotech Emporium PDF
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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
Nanotech in the modern era, is an emerging field of
science where scientists are trying to understand and Nanotech is the branch of future technologies
control matter at the nanoscale. To put it in perspective, which deal with dimensions and tolerances of less
there are 25,400,000 nanometers in an inch and a sheet of than 100 nanometers, especially the manipulation
paper is approximately 100,000 nanometers thick. of individual atoms and molecules.
SYSTEM SYSTEM
Ears All
MODEL LEVEL PRICE MODEL LEVEL PRICE
Standard 8 10,740 Standard 13 60,000
Advanced 13 58,800 This is a nanoaugmentor for those who want to live
This nanoaugmentor allows the character to navigate forever, and is frequently injected into the rich and famous,
and react to their environment using audio feed back rather biofountain virtually eliminates disease and is solely
than visual ques in a method similar to echolocation. responsible for doubling the life expectancy of its recipient.
Standard acoustic wayfinder nanites grant you the Any recipient of this nanoaugmentor becomes immune to
blindsense special ability with a range of 30 feet. Characters disease and gains Fast Healing 1 as long as the
injected with advanced acoustic wayfinder nanites gain nanoaugmentor is active in all body systems.
blindsight with a 30 foot range. The blindsense and blind SYSTEM
sight ranges double underwater, but don’t work at all if the Brain
character is in a vacuum. For additional information on MODEL LEVEL PRICE
blindsense and blindsight, see the "Senses" section in Standard 5 3,125
Chapter 8 of the Starfinder Core Rulebook.
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. SYSTEM
However, unlike the internal communicator, the nanites in Skin/Eyes
a chatter nanoaugmentors attach directly to the speech and MODEL LEVEL PRICE
language centers of the brain. When you wish to Standard 18 360,300
communicate via your chatter nanites, you need only to Devious nanoaugmentors popular with criminals, the
think of what you would say and the nanoaugmentors doppelganger nanites act as a dynamic plastic surgery
transmit those thoughts over a communications channel. system. They alter the physical appearance of their host.
When other nanites receive the communication, they The nanoaugmentors can change the hair and eye color of
transmit the information directly into your brain. a character instantly and, if desired, can reconfigure the
Each set of chatter nanites is keyed to only communicate bone structure and actual facial appearance of a character
with other chatter colonies sharing the same encryption in ten minutes.
key. Individuals without the chatter nanites can Reconfiguring the bone structure and facial features of a
communicate and receive communications from those with hero are excruciatingly painful. Most doppelganger colonies
the chatter nanoaugmentors through a computer system or release anesthetics before and during the process to
communicator properly keyed into the same encrypted eliminate or reduce some of the pain. A doppelganger
communications channels. colony can change the hero’s features any number of times,
When you are injected with the chatter though each time requires 30 minutes of transformation
nanoaugmentors, you must spend 30 minutes practicing so time and another 30 minutes of recovery time. A character
that ambient thoughts do not interfere with the that has doppelganger nanoaugmentors transform their
communications. physical features gains the nauseated condition for the first
SYSTEM 30 minutes and sickened condition during the recovery
All period.
MODEL LEVEL PRICE Once the transformation is complete you gain a +10 on
Standard 9 20,000 Disguise skill checks to impersonate the subject of your
Advanced 17 288,000 transformation. You must have seen and observed your
The cyber psychosis dampener is a nanoaugmentor subject at least once for at least 5 minutes.
designed to combat the increasing number of cyber SYSTEM
psychosis cases due to the prevalence of hedge cybernetic Skin
surgeons on the fringes of known space. These nanites MODEL LEVEL PRICE
reduce the effects of cyber psychosis to 1 round when Standard 6 4,800
triggered by a failed ability check, skill check, saving throw, Advanced 12 57,600
or attack roll. The advanced cyber psychosis dampener Superior 18 359,950
allows a character to spend 1 Resolve Point as a reaction to One of the “second skin” nanoaugmentors, environ-x
remove the cyber psychosis effect. For additional creates a network of nanolattices producing an
information on Cyber Psychosis, see the "Cybernetics environmental field (a minor force field specially attuned to
Overview" section in Section 1 of the Gravity Age: pressure and temperature that does not reduce damage
Cybernetics Emporium. from attacks). The recipient does not have to make a
SYSTEM Fortitude save to avoid environmental damage from cold
Eyes and heat. Further, the recipient of advanced environ-x gains
MODEL LEVEL PRICE fire resistance 5 and cold resistance 5. Superior environ-x
Standard 3 1,950 increases the cold and heat resistance to 10.
One of many useful nanoaugmentors, you gain the ability SYSTEM
to see 60 feet in total darkness. Darkvision is black and Brain
white only but otherwise like normal sight. Darkvsion can MODEL LEVEL PRICE
be turned on or off as a swift action. 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 Intelligence skill checks, but if you fail an Intelligence skill
(up to 800 words), numbers, diagrams, or sigils (even if you check roll you gain the dazed condition until your next
don’t recognize their meaning). If a document is longer than action.
one page, you can take as many rounds as necessary. If you TYPE
are interrupted, you can pick up where you left off. You NA
retain this information as long as the focus overload THERAPY LEVEL PRICE ABILITY
nanoaugmentors are active. Minor 3 1,400 +2
It takes 1 round to retrieve information stored with focus Standard 7 6,500 +4
overload nanoaugmentors. However, each time you use Major 14 75,000 +6
this ability to memorize or retrieve information you gain the The nanoaugmentors attach themselves to the host’s
staggered condition for a minimum of 1 round during the cells augmenting the natural abilities of a specific cell type.
memorization or retrieval process. These nanites produce massive physical or mental changes
SYSTEM in the character. These upgrades use the Personal Upgrade
Brain rules presented in the Starfinder Core Rulebook, under the
MODEL LEVEL PRICE Augmentations section under Equipment.
Standard 8 14,400 SYSTEM
After the focus regulator injection nanites travel directly Brain and Spine
to the recipient’s frontal lobes, temporal grey matter, MODEL LEVEL PRICE
caudate nucleus, and cerebellum. This regulator has much Standard 3 1,680
of the same effect as drugs used to treat Attention Deficit Another one of the brain-altering nanoaugmentations,
Disorder and improves concentration, impulse control, prophecy allows the character to receive visual and audio
inhibition, and motor activity. The focus regulator data from a remote source. Prophecy nanoaugmentors link
nanocolony provides a +1 circumstance bonus to all skill to a computer system that receives images and video from
checks, and a +2 circumstance bonus to Will saves. multiple sources and funnels the information directly to the
However, use of focus regulators inhibits emotions and the nanocolony. A character can be fed images from other
recipient receives a –2 penalty to Charisma. locations, giving them access to everything from security
SYSTEM camera locations to computer representations of terrain.
Skin Like chatter, prophecy is often used on soldiers in the field
MODEL LEVEL PRICE DR to transmit dynamic battlefield representations directly
Standard 6 3,955 2/- into a soldier’s mind. Additionally, prophecy is used to give
Advanced 11 24,955 4/- mission briefings on the fly. However, prophecy nanites
Superior 15 122,000 6/- cannot record or transmit data, and only act as receivers of
After injection, nociception nanoaugmentors travel to information from the remote computer system. It takes
the character’s skin where they attach themselves to the 2d6 rounds to tune prophecy into a wireless channel.
character’s nervous system and block their pain receptors. SYSTEM
Nociception nanites allow the character to withstand Brain and Ears
unnatural levels of pain. When active, these nanites grant MODEL LEVEL PRICE
the character different grades damage reduction against Standard 3 1,675
Stamina damage based on the model of the nociception Any character injected with the proprioception obtains a
nanites. The damage reduction ends when the character’s heightened sense of awareness, the effort being employed
Stamina Points are reduced to 0 and they begin taking Hit in their movement, and the relative positions of their own
Point damage. body part’s. Receptors in the character’s nervous system
SYSTEM even gain some information about the body’s position
Brain before the position is obtained. Proprioception
MODEL LEVEL PRICE nanoaugmentors grant the character a +1 insight bonus to
Standard 10 22,200 all Dexterity based skill checks.
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
SYSTEM nanoaugmentation works with only those vessels that
Brain support soullink technology.
MODEL LEVEL PRICE SYSTEM
Standard 3 1,675 Eyes
A psionic dampener is an inhibitor that characters can MODEL LEVEL PRICE
find beneficial or harmful. Originally, psionic dampeners Standard 5 2,985
were designed to suppress a person’s inherent psionic Darkvision 7 6,915
ability and help quite the intrusive thoughts of those around One nanoaugmentation that can be incredibly useful for
you. This often happens to newly awakened minds. A scouts and investigators is the twenty/twenty nanocolony.
psionic dampener suppresses all of a character’s By attaching to and enhancing sensitivity of a creature’s
psionic/phrenic abilities when active, making it impossible optic nerves, the 20/20 nanites improve the creature’s
to use any psionic powers. A non-psionic character may vision. One of the most common consumer nanotech
choose this nanoaugmentor because it also provides the injections, 20/20 corrects eye problems such as
character with a +4 enhancement bonus to all saves made nearsightedness or a stigmatism. A creature injected with
to resist the effects of mind effecting spells and powers. It’s 20/20 nanites immediately gains a +2 enhancement bonus
a swift action to activate or deactivate these nanites. These to all vision-based Perception checks.
nanites are not flushed from the body when inactive they
Darkvision twenty/twenty includes the ability to see 60
simply lay dormant.
feet in total darkness, but in black and white. Activating
SYSTEM darkvision is a swift action.
Brain
SYSTEM
MODEL LEVEL PRICE
Spine
Standard 10 22,000
MODEL LEVEL PRICE
Pilots and drivers that want greater interaction with their Standard 1 400
vehicles frequently seek out soullink injections. The soullink
Often used in medical situations as well as in space
nanites connect the mind of a character directly to the
exploration, the watchdog nanoaugmentation is a catchall
vehicle, starship, or mecha the character is currently
phrase used to describe nanocolonies that monitor the
piloting. The mind of the pilot directly links to the vessel,
health condition of a creature. Watchdog nanites monitor
melding his consciousness with it. The pilot maneuvers the
everything from heart rate and blood pressure to brain
vessel as though it were an extension of his body. In
activity and the purity of air being taken into a host’s lungs.
combat, this nanoaugmentation allows the pilot to know
Hospitals and other medical facilities often inject their
when and where the vessel sustains damage; he also knows
patients with watchdog nanocolonies to monitor vital signs
the severity of the damage without requiring an
and watch for early warning signs of illness relapses or other
Engineering skill check.
medical problems. Additionally, organizations involved in
An unfortunate drawback to this link between pilot and space exploration often use the nanoaugmentation to
machine is that if the vessel’s onboard computer system monitor the vital signs of their explorers in remote regions
suffers trauma, such as when it takes damage, the pilot’s of space. Watchdog nanocolonies can be linked to
mind often suffers damage as well. Whenever a soullinked computer systems to monitor and report data
vessel suffers damage to its computer systems, the automatically. However, a watchdog nanocolony cannot
soullinked pilot must make a Will save (DC 20) or suffer an take action to heal or prevent damage to a host in the event
immediate 1d4 points of ability damage to his Wisdom of a problem with the host body’s physiology. It takes 2d6
score. round to tune watchdog into a wireless channel.
A character with this nanoaugmentation gains a +6 bonus
on Pilot skill checks while piloting a soullinked vessel. This
Table 3-1 Nanoviruses
Once the subject is injected they receive a Will save (DC DELIVERY
15 to fight off the effects of the friendship nanovirus. If they Ingestion,
succeed they are not charmed, but gain the dazed condition Injection
for 1 round. If the subject failed their Will save they fall MODEL LEVEL PRICE
under the charm person affect for 4 hours. Designer 15 30,000
Killswitch is a deadly nanovirus used by extremist
DELIVERY
Injection governments and top-secret agencies to blackmail subjects
into doing something they normally wouldn’t do. Killswitch
MODEL LEVEL PRICE
isn’t just a clever name, it allows someone to trigger a
Standard 3 500
potentially deadly nanite attack remotely as simply as
Advanced 7 1,500
flipping a switch. Unlike other nanoviruses, killswitch isn’t
Superior 11 6,000
always injected, but often ingested after being planted in
Glowworm is favored among bounty hunters and spies
food or drink. After ingestion, the killswitch nanites work
who literally need to paint a target on their quarry. The
their way to the brain and heart of the subject. Killswitch
subject must make a Fortitude save (DC 11 ), or a pale glow
must be triggered, but may be done so remotely through
surrounds the subject in a dim luminescence similar to
the Cortex or the Tracer network. These nanites can also be
candle light. Any subject outlined by the effects of the
set to trigger if the subject ever disconnects from the Cortex
glowworm nanites takes a -20 penalty on all Stealth checks.
or the Tracer network.
An outlines subject does not gain any benefit from
concealment provided by darkness, blur, displacement, When kill switch is triggered, the subject must make a
cloaking, refractors, invisibility, or similar effects. Advanced Fortitude save (DC 25) or take 3d6 Constitution damage. If
glowworm is more difficult to resist (Fort DC 15) and the subject makes their saving throw they take half damage.
superior glowworm is even difficult to resist (Fort DC 19). SYSTEM
Once glowworm infects a subject the nanovirus feeds off Brain
the biological energy provided by the host and its effects MODEL LEVEL PRICE
will last indefinitely until the subject makes a fortitude save Standard 9 4,500
or is injected with proper nano-hunters. The subject is The nano-EMP is one of the great equalizers when
entitled to a new saving throw every 24-hours to rid primitive societies find themselves at odds with highly
themselves of the glowworm nanites. advanced ones. These nanites are often gifted to primitives
DELIVERY by spacefaring societies who are opposed to the advanced
Injection society the primitives have found themselves at odds with.
MODEL LEVEL PRICE After injection, the nano-EMP lays dormant in its host. The
Standard 6 1,000 host can activate the nano-EMP as a move action. Once
Advanced 10 5,250 activated the nano-EMP lets out a relatively weak 30-foot
Jubilex is another seedy black-market nanovirus popular radius electromagnetic pulse. This pulse is too weak to
amongst anarchist and persons more interested in causing destroy electronic equipment but is strong enough to
mayhem than out right murder. Due to its nature, the victim prevent it from functioning while in its area of effect. The
is often brought down by law enforcement before the truth 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 subject only takes half damage for that activation. Reaper
systems and are not affected by this nano-weapon, but the can only be activated once per round, but does not have to
pulse does temporarily shut down other nanites. be activated in successive rounds.
SYSTEM Reaper comes with a small remote control for activating
Virus the nanites. The range on the remote control is limited to
MODEL LEVEL PRICE 500 feet. Since reaper is used in espionage it was
Standard 11 6,185 specifically designed not to work on wireless Cortex or
Paralytic inhibitors have as many legitimate as Tracer frequencies as to avoid any form of remote detection
illegitimate uses. In addition to injection these nanites may from traffic sniffing.
also be ingested. They immediately spread throughout the DELIVERY
body and attempt to cease all of the target’s motor Injection
functions. MODEL LEVEL PRICE
The subject must make a Fortitude save (DC 21), or gain Standard 18 95,000
the helpless condition for 2d6 minutes. If the subject For many years this nanovirus was used in correctional
succeeds on their saving throw they gain the staggered facilities for prisoners sentenced to death. After injection,
condition for 1 round. the nanite colony travels straight to the brain. This
DELIVERY nanovirus causes all the subject’s synapses to violently
Injection trigger resulting in a storm of overstimulation.
MODEL LEVEL PRICE The subject immediately takes 14d20 damage and is
Designer 10 4,950 staggered for 1 minute. The subject can make a successful
An incredibly vile nanovirus, reaper is used in both Fortitude (DC 21) to avoid the staggered condition, but still
torture and espionage. It has a single purpose—to inflict takes full damage.
excruciating pain and damage to the subject. It floats inert DELIVERY
in the bloodstream until activated, at which point the Injection
nanites burrow outward in random directions. Unlike other MODEL LEVEL PRICE
nano-weapons reaper can be activated up to 5 times and Standard 6 1,150
each time the results are more intense than the previous A favorite nanovirus for interrogation specialist, the truth
activation. bringer prevents the subject of the injection to tell any
When reaper is activated, the subject is inflicted deliberate or intentional lies. The subject is aware that they
agonizing pain that imposes a –2 penalty to ability checks, cannot lie and can choose to avoid answering a question
attack rolls, and skill checks. In addition, the subject must rather than telling the truth. It last for 4 hours and is then
make a Fortitude DC 20, or take 1d8 points of damage. This flushed out by subject’s natural body systems.
damage is not subject to any form of shielding or damage The subject may attempt to resist the truth bringer
reduction. Each time reaper is activated the damage nanites by making a Will save (DC 16), but failure result in 2
increases by 1d8, so by the fifth activation it does 5d8 Wisdom damage. The subject can avoid the saving throws
damage. Each activation is subject to a separate Fortitude by telling the truth.
saving throw. In the case of a successful saving throw the
Table 6-1 Independent Nanocolonies
Benefit: You can have three nanoaugmentors active at Benefit: You can recognize the presence of nanocolonies
once, but are still limited to one nanoaugmentor per body both within your own body and within the vicinity. You can
system. automatically determine what nanocolonies are within your
body at any given time as a swift action. In addition, you
IMPROVED NANOVIRUS MARSHAL gain a +4 to any Engineering skill check to identify nearby
Your body is especially tuned to nanoviruses and can take nanotech.
advantage of multiple nanoviruses at once. Normal: An engineering skill check (DC 15 + nanotech’s
Prerequisites: Nanotaker, Nanovirus Marshal level) is required as a full action to identify a
Benefit: You can have three active nanoviruses before nanoaugmentor, nanovirus, nano-armor, nano-weapons,
you are required to make a Fortitude save to avoid gaining or nanocolony within 5 feet.
the nauseated condition. NANOTECH EXEMPLAR
NANOTECH ENGINEER Your ability to absorb nanotech is limitless.
You have extensive knowledge of nanotechnology and Prerequisites: Improved nanophile, improved nanovirus
are more skilled at creating nanotech than other engineers. marshal, nanophile, nanotaker, nanovirus marshal.
Prerequisites: Engineering 5 ranks Benefit: Your ability to control nanoaugmentors is only
Benefit: You gain a +2 bonus on all skill checks dealing limited by the number of body systems. In addition, you
with nanotech and you treat your class level as +1 higher for also have no restriction on the number of inactive or active
creating nanotechnology augmentations. nanoviruses in your body and are no longer at risk of
receiving the nauseated effect.
NANOIMMUNITY
NANOTECH SUSPENSION
You are able to ward off malware nanocolonies or nano-
weapons and force your body to expel the offending nanite. You can end the program all nanoaugmentors without
flushing them from your system allowing you to pass
Prerequisite: Nanotaker.
through nanotech detectors without setting off an alarm.
Benefit: You gain a +4 on any saving throw to ward off
Prerequisites: Nanophile, Nanotaker
the effects of nanotech. If the save is successful, the
malware nanotech fails to activate and is flushed from your Benefit: You can end program and suspend all your
system by normal biological means. nanoaugmentors for up to 10 minutes per character level
without having them reabsorbed and flushed out of your
NANOPHILE system.
You can have more than one active nanoaugmentor.
NANOVIRUS MARSHAL
Prerequisites: Nanotaker
Your body can deal with more than one nanovirus before
Benefit: Your body has become accustomed to nanite suffering negative effects.
colonies surging through your body. You can have two
Prerequisites: Nanotaker
active nanoaugmentors active at once, but each one must
to be located in a different body system. 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 (charms, compulsions, phantasms, patterns, and morale
constructs made up of hundreds or even hundreds of effects), and any effect that requires a Fortitude save unless
thousands of miniaturized robots or drones. These robots it also works on objects or is harmless. It is not subject to
or drones combine with each other to create larger nonlethal damage, ability damage, ability drain, fatigue,
machines and perform tasks. Robotic nanoswarms are flanking, exhaustion, or energy drain.
programmed with various levels of artificial intelligence Nanoswarms are never staggered or reduced to a dying
allowing them to perform various tasks without further state by damage. Also, they cannot be tripped, grappled, or
instruction. bull rushed, and they cannot grapple an opponent. A swarm
A nanoswarm is made up of drones, has no Intelligence is immune to any spell or effect that targets a specific
score, but is capable of following its last set of simple number of creatures (including single-target spells such as
commands until it’s given new orders. Drone nanoswarms disintegrate), with the exception of mind-affecting which
must be fed instructions though some type of encrypted targets technological constructs. A swarm takes half again
wireless network device. Some drone swarms are managed as much damage (+50%) from spells or effects that affect an
by computers and others are managed by other forms of AI, area, such as splash weapons, grenades, and many
maybe even a robotic nanoswarm. Drone nanoswarms can evocation spells. Due to their ability to bond with one
even be piloted using other nanite devices like Soullink or a another, a nanoswarm is not subject to high winds. It
cybernetic neural computer. For additional information on cannot heal damage, but it can be repaired.
neural computers, see the Section 4 of the Gravity Age: Nanoswarms always consist of fine nanobots unless
Cybernetics Emporium. otherwise noted. Due to the unique gravitational forces
involved in maintaining a swarm of fine nanobots,
COMBAT nanoswarms gain Strength bonuses according to the size of
Nanoswarms act as directed by their controllers or the swarm and ignore Strength penalties normally
according to their AI laws. As a swift action, a nanoswarm’s associated with swarms. Due to their technological nature
controller can direct the swarm to attack particular nanoswarms do not have a Constitution score.
enemies, use specific tactics or powers, perform other Swarm Attack: nanoswarms don’t make standard melee
actions, or do nothing at all. The swarm does exactly what attacks. Instead, they deal automatic damage to any
its controller directs it to do. creature whose space they occupy at the end of their move,
A nanoswarm generally appears as an animate clump of with no attack roll needed. Nanoswarm attacks are not
fine metallic nanobots, but the controller can mold or sculpt subject to a miss chance for concealment or cover.
the swarm according to his or her whim within the limits
SPECIAL ABILITIES
imposed by the creature’s size. The quality of such
“nanoswarm sculpture” is determined by an Engineering Every time a nanoswarm is created, the engineer can
check. A result of 10 to 19 creates an object or creature that choose to apply one special ability to the nanoswarm. The
is recognizably similar to the desired object or creatures type of special abilities available to each nanoswarm is
shape; a result of 20 to 29 creates an object or creature that listed under the Unique Nanoswarm Ability section of the
looks like an accurate portrayal of that object or creature creature description. The nanoswarm ability menus are
type; a result of 30 or higher creates a construct that looks listed after the nanoswarm stat blocks.
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
XP 400 XP 800
N Tiny construct (technological, swarm) N Small construct (technological, swarm)
Init +3; Senses darkvision 60 ft., low-light vision; Perception Init +4; Senses darkvision 60 ft., low-light vision; Perception
+1 +3
DEFENSE HP 20 DEFENSE HP 41
EAC 13; KAC 17 EAC 16; KAC 19
Fort +0; Ref +0; Will -1 Fort +2; Ref +2; Will +0
Immunities construct immunities, swarm immunities Immunities construct immunities, swarm immunities
(including kinetic damage) (including kinetic damage)
Weaknesses vulnerable to electricity, additional 50% Weaknesses vulnerable to electricity, additional 50%
damage from spells or effects that affect an area damage from spells or effects that affect an area
OFFENSE OFFENSE
Speed 30 ft., burrow 10 ft., climb 20 ft. Speed 30 ft., burrow 10 ft., climb 20 ft.
Melee swarm (1d12+1) Melee swarm (1d12+4)
Ranged none or +4 (by weapon type), granted by unique Ranged none or +8 (by weapon type), granted by unique
nanoswarm ability or template nanoswarm ability or template
Offensive Abilities distraction, swarm Offensive Abilities distraction, swarm
STATISTICS STATISTICS
Str +2; Dex +3; Con —; Int +1 (--); Wis +0; Cha +0 Str +2; Dex +4; Con —; Int +1 (--); Wis +0; Cha +0
Skills Acrobatics +9, Athletics +6, Computers +6 Skills Acrobatics +11, Athletics +8, Computers +8
Languages Common, (none) Languages Common (none)
Noncombat Abilities unliving Noncombat Abilities unliving
Gear none Gear none
ECOLOGY ECOLOGY
Environment any urban Environment any urban
Organization solitary, pair, or patrol (3–7) Organization solitary, pair, or patrol (3–7)
OFFENSE OFFENSE
Speed 30 ft., burrow 10 ft., climb 20 ft. Speed 30 ft., burrow 10 ft., climb 20 ft.
Melee swarm (1d12+10) Melee swarm (1d12+16)
Ranged none or +12 (by weapon type), granted by unique Ranged none or +15 (by weapon type), granted by unique
nanoswarm ability or template nanoswarm ability or template
Offensive Abilities distraction, swarm Offensive Abilities distraction, swarm
STATISTICS STATISTICS
Str +3; Dex +5; Con —; Int +2 (--); Wis +0; Cha +0 Str +4; Dex +6; Con —; Int +2 (--); Wis +0; Cha +0
Skills Acrobatics +13, Athletics +10, Computers +10 Skills Acrobatics +15, Athletics +12, Computers +12
Languages Common (none) Languages Common (none)
Noncombat Abilities unliving Noncombat Abilities unliving
Gear none Gear none
ECOLOGY ECOLOGY
Environment any urban Environment any urban
Organization solitary, pair, or patrol (3–7) Organization solitary, pair, or patrol (3–7)
OFFENSE OFFENSE
Speed 30 ft., burrow 10 ft., climb 20 ft. Speed 30 ft., burrow 10 ft., climb 20 ft.
Melee swarm (1d12+22) Melee swarm (1d12+28)
Ranged none or +19 (by weapon type), granted by unique Ranged none or +21 (by weapon type), granted by unique
nanoswarm ability or template nanoswarm ability or template
Offensive Abilities distraction, swarm Offensive Abilities distraction, swarm
STATISTICS STATISTICS
Str +4; Dex +7; Con —; Int +3 (--); Wis +0; Cha +0 Str +5; Dex +8; Con —; Int +3 (--); Wis +0; Cha +0
Skills Acrobatics +17, Athletics +14, Computers +14 Skills Acrobatics +19, Athletics +15, Computers +15
Languages Common (none) Languages Common (none)
Noncombat Abilities unliving Noncombat Abilities unliving
Gear none Gear none
ECOLOGY ECOLOGY
Environment any urban Environment any urban
Organization solitary, pair, or patrol (3–7) Organization solitary, pair, or patrol (3–7)
OFFENSE OFFENSE
Speed 30 ft., burrow 10 ft., climb 20 ft. Speed 30 ft., burrow 10 ft., climb 20 ft.
Melee swarm (1d12+34) Melee swarm (1d12+43)
Ranged none or +24 (by weapon type), granted by unique Ranged none or +26 (by weapon type), granted by unique
nanoswarm ability or template nanoswarm ability or template
Offensive Abilities distraction, swarm Offensive Abilities distraction, swarm
STATISTICS STATISTICS
Str +6; Dex +9; Con —; Int +4 (--); Wis +0; Cha +0 Str +7; Dex +10; Con —; Int +5 (--); Wis +0; Cha +0
Skills Acrobatics +21, Athletics +17, Computers +17 Skills Acrobatics +25, Athletics +20, Computers +20
Languages Common (none) Languages Common (none)
Noncombat Abilities unliving Noncombat Abilities unliving
Gear none Gear none
ECOLOGY ECOLOGY
Environment any urban Environment any urban
Organization solitary, pair, or patrol (3–7) Organization solitary, pair, or patrol (3–7)
OFFENSE OFFENSE
Speed 30 ft., burrow 10 ft., climb 20 ft. Speed 30 ft., burrow 10 ft., climb 20 ft.
Melee swarm (1d12+52) Melee swarm (1d12+64)
Ranged none or +29 (by weapon type), granted by unique Ranged none or +31 (by weapon type), granted by unique
nanoswarm ability or template nanoswarm ability or template
Offensive Abilities distraction, swarm Offensive Abilities distraction, swarm
STATISTICS STATISTICS
Str +8; Dex +11; Con —; Int +5 (--); Wis +0; Cha +0 Str +9; Dex +13; Con —; Int +6 (--); Wis +0; Cha +0
Skills Acrobatics +29, Athletics +23, Computers +23 Skills Acrobatics +33, Athletics +27, Computers +27
Languages Common (none) Languages Common (none)
Noncombat Abilities unliving Noncombat Abilities unliving
Gear none Gear none
ECOLOGY ECOLOGY
Environment any urban Environment any urban
Organization solitary, pair, or patrol (3–7) Organization solitary, pair, or patrol (3–7)
OFFENSE OFFENSE
Speed 30 ft., burrow 10 ft., climb 20 ft. Speed 30 ft., burrow 10 ft., climb 20 ft.
Melee swarm (1d12+73) Melee swarm (1d12+82)
Ranged none or +33 (by weapon type), granted by unique Ranged none or +35 (by weapon type), granted by unique
nanoswarm ability or template nanoswarm ability or template
Offensive Abilities distraction, swarm Offensive Abilities distraction, swarm
STATISTICS STATISTICS
Str +10; Dex +14; Con —; Int +7 (--); Wis +0; Cha +0 Str +11; Dex +15; Con —; Int +7 (--); Wis +0; Cha +0
Skills Acrobatics +33, Athletics +27, Computers +27 Skills Acrobatics +33, Athletics +27, Computers +27
Languages Common (none) Languages Common (none)
Noncombat Abilities unliving Noncombat Abilities unliving
Gear none Gear none
ECOLOGY ECOLOGY
Environment any urban Environment any urban
Organization solitary, pair, or patrol (3–7) Organization solitary, pair, or patrol (3–7)
4. Grant and Consideration: In consideration for agreeing to use this License, Modern System Reference Document Copyright 2002-2004, Wizards of the
the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, Eric
license with the exact terms of this License to Use, the Open Game Content. Cagle, David Noonan, Stan!, Christopher Perkins, Rodney Thompson, and JD
Wiker, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard
5.Representation of Authority to Contribute: If You are contributing original
Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.
material as Open Game Content, You represent that Your Contributions are Your
original creation and/or You have sufficient rights to grant the rights conveyed by Future Player’s Companion: Tomorrows’ Foundation, Copyright 2005 The
this License. Game Mechanics, Inc.; Authors: Gary Astleford, Rodney Thompson, & JD Wiker
6.Notice of License Copyright: You must update the COPYRIGHT NOTICE Future Player’s Companion: Tomorrows’ Hero, Copyright 2005 The Game
portion of this License to include the exact text of the COPYRIGHT NOTICE of any Mechanics, Inc.; Authors: Gary Astleford, Neil Spicer, Rodney Thompson, & JD
Open Game Content You are copying, modifying or distributing, and You must add WikerDept. 7 Advanced Class Update: Nano-Robotic Personal Area Networks, ©
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7. Use of Product Identity: You agree not to Use any Product Identity, including Authors: Dennis Baker, Jesse Benner, Ross Beyers, Logan Bonner, Jason Bulmahn,
as an indication as to compatibility, except as expressly licensed in another, Robert Emerson, Tim Hitchcock, Jason Nelson, Tom Phillips, Stephen Radney-
independent Agreement with the owner of each element of that Product Identity. MacFarland, Thomas M. Reid, Robert Schwalb, Mark Seifter, and Russ Taylor.
You agree not to indicate compatibility or co-adaptability with any Trademark or Dept. 7 Technology Update: Liquid Armor © 2007, Mark Cathro & Skortched
Registered Trademark in conjunction with a work containing Open Game Content
Gravity Age: Cybernetics Emporium, © Jason Stroh
except as expressly licensed in another, independent Agreement with the owner
of such Trademark or Registered Trademark. The use of any Product Identity in Gravity Age: Nanotech Emporium, © Jason Stroh
Open Game Content does not constitute a challenge to the ownership of that
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