Source Starfinder #16: The Blind City pg. 47 Level 14; Price 65,000 Capacity 40; Usage 1/use Hands —; Bulk 1DescriptionA neuropoppet is a small simulacrum of a featureless humanoid
creature, composed of a malleable eggshell-white polymer that
is wirelessly linked to a tiny needle-shaped neural receiver.
The receiver can be loaded into any ranged weapon that uses
darts as ammunition, though it deals no damage to a target
when fired (nor can it impose any critical hit effects). Instead,
the receiver embeds into the target’s body, injecting a small
numbing agent into the target’s bloodstream, making them
unaware of the embedded receiver unless they or an adjacent
ally succeeds at a Perception check (DC = the result of your
attack roll to embed the receiver). Once found, the receiver
can be removed with a standard action and a successful DC
30 Medicine check. The signal sent from a neuropoppet to the
neural receiver can be jammed with a signal jammer.
While the neural receiver is embedded in a living humanoid
target within 60 feet, you can manipulate the neuropoppet
as a full action with two hands (this uses up one of the item’s
charges), causing the receiver to send subtle electrical signals
through the target’s nervous system. You can then
designate the target’s next standard action,
chosen from the list below.
- Attempt a combat maneuver of your
choice against the creature nearest to
the target (determined randomly).
- Distract a creature of your choice
using harrying fire.
- Take the total defense action.
After the target creature attempts
the action you designate, it can
attempt a DC 25 Will saving throw.
If the save is successful, the neural
receiver sends a blast of haptic feedback
to the neuropoppet, dealing 6d6 electricity
damage to you (Reflex DC 25 half).
|