Archives of Nethys

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

Biohacker | Envoy | Mechanic | Mystic | Operative | 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 Glitch (Ex)

Source Starfinder #25: The Chimera Mystery pg. 49
Level Required 8
When you successfully hack into a creature’s cybernetics using implant ghost, you can instead choose for your exocortex to broadcast garbage signals to the chosen implant, inflicting deleterious effects, depending on the system in which the implant is installed. If the implant is installed in an arm, hand, or brain, the target takes a –2 penalty to attack rolls. If the implant is installed in the ears or eyes, the target takes a –4 penalty to Perception checks. If the implant is installed in a foot or leg, the target takes a –2 penalty to Reflex saves, and if the implant is installed in any other system, the target takes a –2 penalty to Fortitude saves. A different penalty can be imparted at the GM’s discretion. Once established, this link lasts 1 round for every mechanic level you has, unless the target moves more than 100 feet from you, you fall unconscious, or you choose to end it (this takes no action). You must have an exocortex and the implant ghost mechanic trick to learn this trick.