Archives of Nethys

Pathfinder RPG (1st Edition) Starfinder RPG Pathfinder RPG (2nd Edition)

Biohacker | Envoy | Evolutionist | Mechanic | Mystic | Nanocyte | Operative | Precog | Solarian | Soldier | Technomancer | Vanguard | Witchwarper
Drone


Main Details | Alternate Class Features | Archetypes | Class Builds | Exocortex | Tricks

Mechanic Tricks

You learn your first mechanic trick at 2nd level and an additional trick every 2 levels thereafter. Mechanic tricks all require you to meet a minimum mechanic level, and they are organized accordingly. Some mechanic tricks require you to satisfy other prerequisites, such as having other tricks.

Implant Ghost (Ex)

Source Starfinder #25: The Chimera Mystery pg. 49
Level Required 2
As a standard action, you can attempt to hack into the cybernetics installed in a creature you can see within 60 feet with a Computers check (DC = 15 + 1-1/2 × the target’s CR). If you succeed, choose one of the target’s cybernetic implants; your exocortex forms a secret wireless link to that augmentation, allowing you to record what it experiences. You can see what a cybernetic eye sees, hear what a cybernetic ear hears, copy the data a datajack downloads, or track the movement of a cybernetic hand (potentially learning combinations or keystrokes). You can maintain this link until your target moves more than 500 feet from you, you fall unconscious or asleep, or you choose to end it (this takes no action). You must have an exocortex to learn this trick.