|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
HivejackDuring the combined efforts of the Veskarium and the Pact
Worlds to repel attacks from the Swarm, an enterprising
research team composed mostly of shirren and vesk mechanics
developed the first hivejack to allow a user to “hack” into the
hive mind of the Swarm in an effort to detect and manipulate the
thoughts of individual Swarm components. A hivejack consists
of a pair of small spherical applicators that are placed just above
or below your visual sensors; it takes an uninterrupted 24 hours
for the item to adjust to your mental patterns before you can
use it. Each applicator is connected to a long, wispy tendril that
lies flat upon your head or dangles from your face; this tendril
taps into the Swarm’s hive mind through replicating specific
pheromones, electrostatic fields, and psychic signals while, at
the same time, blocking your own thoughts from the hive mind.
Creatures with racial telepathy cannot use a hivejack. These
items have not seen much use since the invasion, however, as
prolonged use the technology leaves you vulnerable to being
dominated by the Swarm hive mind. The effects of a hivejack
depend on its model, as described below.
- Mk 1: You can understand the telepathic communication
between members of the Swarm within 30 feet of you. As
a result, you gain a +2 insight bonus to Perception checks
to notice any Swarm creatures attempting to use Stealth in
that range and a +2 insight bonus to initiative checks in a
fight against Swarm creatures that begin within that range.
- Mk 2: A mk 2 hivejack functions as a mk 1 hivejack, and
you also gain a +1 insight bonus on attack rolls against
Swarm creatures within 30 feet as you can anticipate their
movements. In addition, your bonus to initiative checks
increases to +4.
- Mk 3: A mk 3 hivejack functions as a mk 2 hivejack,
and three times per day as a standard action, you can
attempt to influence a single Swarm creature within 30
feet as per suggestion, using your character level as the
caster level. The DC of the saving throw is equal to 10 +
half your character level + your Charisma modifier. If you
have successfully used this ability against another Swarm
creature that is within 30 feet of your target, that target
takes a –2 penalty to the saving throw.
Continued use of a hivejack is not without its risks. Once
you have worn a hivejack for 1 week, you must attempt a
Will saving throw the first time each day you get within 30
feet of a creature with the Swarm mind ability (DC = 10 + the
hivejack’s model number + 1 for each previous saving throw).
If you fail, you feel an overwhelming desire to act as part of
the Swarm. You must then attempt another Will saving throw
as if you had been struck with the energy ray produced by a
dominate person spell cast by the Swarm creature with the
highest CR within 30 feet, with a saving throw DC equal to 10
+ 1-1/2 × the CR of the Swarm creature. You can attempt a new
saving throw to shake off the dominating effect each day as
long as you haven’t come within 30 feet of a Swarm creature
within 24 hours.
Hivejack, Mk 2Source Starfinder #16: The Blind City pg. 52 Level 9; Price 13,750; Bulk L
Hivejack, Mk 1Source Starfinder #16: The Blind City pg. 52 Level 3; Price 1,500; Bulk L Hivejack, Mk 3Source Starfinder #16: The Blind City pg. 52 Level 15; Price 108,000; Bulk L
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|