Against the Cult of the Commodity

Nanite Powers

Some creatures have glittering nanites within them. They grant them extraordinary powers. Some believe they were gifts from the creator, while others think it is remnant technology from an ancient civilization.

Powers by Level

1 2 3 4 5 6
1 Algae Beacon Equalize Pressure Defuse Tech Change Shape Teleport Parthenogenesis
2 Seal Tunnel Blowfish Feeding Frenzy Confusion Maelstrom Carcinisation
3 Comprehend Remnants Phantasm Lightning Animate Carcass Desalination Conjure Air
4 Glow Locate Object Whisper Fish Manipulate Plants Speak to the Seas Hologram
5 Charming Pattern Camouflage Slime Abyssal Shortcut Stone to Sponge Hermetic Forcefield
6 Siren Song Shark Electrosensorium Hypnotic Pattern Spy from the Surface Infuse Nanites Terminate Life
7 Jet Knock Echolocation Nightmare Eel (Fear) Freeze Water Reprogram Organism
8 Magneticism Enhance Weapon Nanite Harpoon Hallucinatory Terrain Call the Depths Control Currents
9 Murk the Waters Conjure Sea Anemone Propel Torrent Nanite Core Create Land
10 Locate Home Read Minds Heat Water Biohack (curse?) Scalding Fissure Liquify

Power Descriptions

1st Level

Algae Beacon

Shape a piece of algae into a ball. Launch it to float in place within 20m (60ft). It illuminates an area with a 3m (10ft) for a number of turns equal to caster level.

Seal Tunnel

Close off a creature sized entrance, tunnel or similar for 2d6 turns. Nothing, not even air or water, may pass. A creature with 2 HD more than the caster may break it open.

Comprehend Remnants

Be able to read or decipher remnant writings, signs, or understand remnant technology for 1 turn.

Glow

Start glowing, illuminating a 10m (30ft) radius for 6 turns + 1 per caster level.

Charming Pattern

Signal being friendly and harmless by displaying color patterns on your skin. Gain +2 to the next reaction roll or get a reaction reroll.

Siren Song

Emit a serenade of vibrations to make 2d6+1 HD worth of creatures fall asleep for 3d6 turns.

Jet

Shoot a thin but strong jet of water with 3m (10ft) reach out of your mouth. Creatures and objects hit by the jet are gently pushed away (Save vs. Wands if holding on to a surface). When in open water the caster can use the jet as a reaction to dodge.

Magneticism

Turn your tail magnetic. It's strong enough to drag 25kg (50lb) for 1 hour.

Murk the Waters

Reduce visibility in an area with a radius equal to 3m (10ft) times caster level for 1d6 turns. Attacks in murky waters are made with a -4 penalty.

Locate Home

Orient yourself towards your home. For the next 8 hours you know the direction and how far away it lies.

2nd Level

Equalize Pressure

Adjust the pressure tolerance of a number of creatures equal to caster level. The effect expires after 1d6 + caster level hours.

Blowfish

Blow up a creature into a ball with spikes. Its size is doubled. The creature loses 2 AC but foes must Save vs. Death or take 1d6 damage when attacking. The effect lasts for 1 hour.

Phantasm

Create a convincing, animated phantasm anywhere within 50m (150ft). Other creatures may Save vs. Spells to detect it as an illusion. The effect expires when the caster stops willing it or after 1 hour.

Locate Object

Sense the direction to a well known or clearly visualized object within 40m (120ft) times caster level for 3 turns. Unique objects require familiarity with it by the caster.

Camouflage

Change the exterior of a creature or object to assume the color and pattern of its background perfectly, making it functionally invisible for as long as the subject does not act aggressively or violent.

Shark Electrosensorium

Change a creature's senses to perceive the electric fields emitted by living creatures within 3m (10ft) times caster level. Creatures behind metal or 1m (3ft) of stone remain hidden. Sand does not conceal their signature. The effect lasts 1d6 turns.

Knock

Produce a flurry of pseudopods to open all known and unlocked doors, airlocks, gates within 20m (60ft) or open a single locked, barred, or sealed entry.

Enhance Weapon

Transmit a finite quantity of nanites into a weapon to enhance it for 1 turn. The weapon can either be sharpened (treat enemy AC as 7), powered (deal 1d6 additional damage), or quickened (get +2 AC). As long as the effect the lasts a red band of luminescence connects the caster and the weapon.

Conjure Sea Anemone

Conjure a yellow polyp that occupies a 3m (10ft) area dazing and trapping any creature caught within. Normal sized creatures take 2d4 rounds, large and strong creatures take 1 round, and creatures immune to poison aren't affected.

Read Minds

Focus for 12 turns to sense the surface thoughts and emotions of one creature at a time within 20m (60ft). Walls at least 0.3m(1ft) thick, or thin sheets of metal, foil the spell.

3rd Level

Defuse Tech

Turn off or disarm remnant technology within 40m (120ft). Alternatively, defuse an incoming nanite power as a reaction. The odds of success begin at 50%, adjusted by 10% per level of difference between the nanite hosts.

Feeding Frenzy

Send out a drop of nanite infused blood that causes creatures within 20m (60ft) to fall into a state of frenzy. Either affect a number of creatures equal to caster level, they get a save vs. spells to resist, or a single creature with HD equal or lower than caster level, it gets no save. As long as creatures are frenzied they attack indiscriminately in order to feed as much as they can. The effect lasts 1d6 rounds.

Nanite Burst

Release a burst of nanite shards in a 20m (60ft) sphere. Deals 6d6 damage to every other creature caught in the blast. A Save vs. Breath reduces damage by half.

Whisper Fish

Create a little nanite fish and give it a message. It will swim to a creature or location and deliver the message as commanded before dissolving.

Slime

Thicken the water in a sphere with a 20m (60ft) diameter into viscous slime. Creatures within the slime move at half pace. Against creatures outside the area they always lose initiative and take a -2 to hit.

Hypnotic Pattern

Display irresistible patterns on your skin that speak to the deepest emotions of other creatures. Either bring 2d6 creatures with less than 3 HD or a single creature with HD equal to or lower to caster level that fails a Save vs. Spells under the control of the caster. The charm holds as long as the creatures are not mistreated.

Echolocation

Produce a bio sonar sending out sound waves that allow for an accurate model of the surrounding objects and creatures on return. The range is equal to 6m (20ft) times caster level.

Nanite Harpoon

Shoot a thin silver needle in a straight line piercing all it encounters dealing 1d6 damage per caster level. A Save vs. Wands reduces the damage by half.

Propel

Bestow a creature with a coat of propelling nanites for 6 turns. It gains a swim speed of 80m (240ft).

Heat Water

Boil the water in a sphere with a 3m (10ft) times caster level diameter. Creatures within the sphere take 1d6 damage every round. The water cools after 1d6 rounds.

4th Level

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5th Level

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6th Level

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