Archives of Nethys

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Main Details | Alternate Class Features | Archetypes | Class Builds | Magic Hacks

Magic Hacks

You learn your first magic hack at 2nd level and an additional hack every 3 levels thereafter. Magic hacks require you to be a certain level and are organized accordingly.

Arcane Spyware (Sp)

Source Starfinder #25: The Chimera Mystery pg. 52
Level Required 11
As a standard action, you can spend 1 Resolve Point while touching a single technological item (including a weapon or a suit of armor) and infect it with a sly program that seeks out a user’s secrets on your behalf. The spyware can be instructed to attack the very next user or remain dormant, waiting for a specific target. The spyware lasts for a number of hours equal to your technomancer level or until it is activated, at which point it targets the user as per mind probe with a caster level equal to your technomancer level. The duration of this effect is 1 minute per level and the spyware can attempt to extract information only once per minute. The spyware is subtle, but a user may notice it each time it attempts to extract a memory with a successful Perception check (DC = 15 + 1-1/2 × your technomancer level), and the spyware can’t continue to target a user who puts the item down or walks away. You are aware of the spyware’s activity and what information it extracts, and you can direct its line of questioning, as long as you are within 1 mile of the infected item.