Animus

Animus techs are classified and more importantly forbidden because they use nanos in such away that they can attach themselves to the essences (or 'souls'), and nerves of other creatures, and most frighteningly, the mainframes of constructs as if they too had a soul. The nanos do this by collecting data from attaching to existing souls, and then once inside a machine, they some how emulate a soul, effectively awakening the construct, though the nanos still belong to the Animus nanoghost and thus the construct falls under their control, and machines that do resist often tear themselves apart in the process.

Animus Powers
3rd Level, Ghost: At will the nanoghost can turn invisible for 1d4 minutes. This can only be done a number of times per day equal to the user's nanoghost level.

6th Level, Assimilate Nanos: Whenever the nanoghost successfully resists a nano with nano resistance one of their uses per day are restored equal to the level of the tech they had resisted. If they are not missing any slots of the appropriate level they can choose to restore a use of Ghost, Nervo-Juncture, or Nervo-Habitation instead.

9th Level, Nervo-Juncture: Once per day per nanoghost level, he may attempt to junction his own nerves to a single creature with a functional nervous system within 1 mile so long as they are connected to cyberspace in some way (either using some kind of beacon, a head-mounted communicator, etc), the creature is allowed to make a will save to resist this, if they fail, the creature will feel all the sensations of the nanoghost and vice versa until the nanoghost or the target either falls unconscious by an ability other than nervo-juncture or goes to sleep.

Once successfully connected there is no maximum range at which this could function.

Creatures connected this way can also communicate through the nano bots should they choose to.

Alternatively they may make a melee touch attack to ignore the will save, for the same effect, but the target must be within touch-range.

Any damage suffered by the nanoghost or their junctioned target(s) results in the person who did not suffer the damage suffering an equal amount of non-lethal damage, but healing effects do not apply with the exception of psionic healing.

More than one creature can be junctioned at any given time, but doing so could be very dangerous for the nanoghost.

Epitome, Nervo-Habitation: Once per day per nanoghost level he may 'enter' the nervous system of a creature he has junctured as a standard action. This gives him full control over it, doing so leaves his own body in a vulnerable vegetable-like state so careful use is advised, as a free action he can return to his own body leaving the 'host' confused for 1 round.

Tier I
Detect Soul:  So long as the nanoghost is concentrating nanos create a 60-foot cone for them that detects various souls in the area of effect.

Lesser Possession: One small or smaller creature with a functional nervous system or mainframe must make a will save or fall under the control of the nanoghost for 1 round. The creature's Hit Dice cannot exceed the nanoghost's caster level.

Read Spirit: This tech allows the nanoghost to know the alignment and spell-casting ability of a single creature in their line of sight.

Tier 2
Detect Nano Anomaly:  So long as the nanoghost is concentrating nanos create a 60-foot cone for them that detects various nano anomalies in the area of effect.

Husk Creature:  So long as the nanoghost is concentrating one living creature gains the mindless and constructed traits unless they make a successful fortitude save with a +4 bonus. This does not cause enemies to become friends and so forth but can make some fights easier.

Know Ability: By reading the nervous system of a creature you can know its spell-like abilities, and how many they have left.

Tier 3
Animus Lash: This tech sends nano bots to bite and pull at a creatures soul dealing 1d6 points of untyped damage per caster level if a successful touch attack is made.

Disassociated Faculty: When this tech is used you send nano bots into a creatures nervous system and they attach to the targets brain, this works very similarly to suggestion but is not a compulsion, nor are the targets aware of what they are doing.

Nano Dispersion: This tech sends aggressive nanos into another tech-user that makes it more difficult for them to activate techs, granting them a 50% tech failure chance for 1 minute unless they make a successful will save.

Tier 4
Awaken CPU: This process takes one hour after being used, but grants a single construct a minor AI, giving them an intelligence score of 6 permanently.

Madness: One creature must make a will save as nano bots assault their nervous system causing them to be confused for 1 round per caster level. A successful save negates the tech.

Shared Vitality: This tech acts as a psionic healing effect that heals everyone who you are junctioned to for an amount equal to your total accumulated non-lethal damage, and removes the nonlethal damage afterwards.

Tier 5
Disassemble Nervous System: One creature must make a fortitude save or take non-lethal damage equal to their total hit points as nano bots tear apart their nervous system violently and painfully.

Sensory Manipulation: This tech acts as a short-term nervo-juncture with all the same effects, activating it is a swift action, but the will save is made with a +4 bonus and it has a maximum range of 25-feet plus 5 feet per two levels.

Tier 6
Ensoul Metal: This tech transmutes 5 lbs of metal per caster level into living steel.

Reckless Recollection: One target regains lost spell slots equal to 2 levels per caster level of the nanoghost. They can pick less, and they can pick any combination of spell levels so long as the sum doesnt exceed the maximum amount the nanoghost can grant. However the target then takes 5 non-lethal damage per spell level they regained. For example if a spellcaster regained a 9th level spell they take 45 non-lethal damage. This nonlethal damage counts as burn damage similar to the kineticist mechanic, and thus can only be regained by resting.

Creatures immune to non-lethal damage instead take lethal damage.

Tier 7
Comatose: This tech takes 10 minutes to boot up, but when it is executed, one creature must make a will save or fall into a permanent comatose state until healed.

Reconstruct Nervous System:  This tech takes 10 minutes to boot up, but when it is executed it can restore a dead character to life as well as remove the comatose state from inflicted creatures.

Tier 8
Soul Deletion: This tech is a powerful death program that causes nano bots to enter a persons body and eat away at their soul. This process takes 5 rounds to complete but once it is completed the only means of coming back to life are a true resurrection spell. A fortitude save can delay the process for 24 hours at which point they need to make another fortitude save. After two successful saves the nano bots disperse and the character is no longer affected.

Tier 9
Anima Artifice: This tech takes 4 hours to complete. Resulting in a complete AI as configured by the nanoghost. This is said to be how the Great A.I. was originally created. This tech is a process in which the nanoghost must configure various fields such as a purpose, a focus (int, wisdom, charisma) specializations, and so forth and is quite customizable based on a point system in which using a point buy the nanoghost distributes 35 points between intelligence, wisdom, and charisma. AIs do not have Strength, Dexterity or Constitution scores. This AI can be in the form of console-mounted hologram or a powerful CPU system. If performed on a construct, the construct keeps it's previous Strength and Dexterity scores but they cannot be increased with the AI point buy system.