level_requirement: 2
type: ability

Found 59 matches

Visual Data Processor
[Level: 2]

You notice even the smallest shifts in movement, temperature, and vibration, gaining the insight bonus from your bypass class feature to Perception skill checks.

Energy Shield
[Level: 2]

As a standard action, you can use your custom rig to activate an energy shield around yourself. This shield provides you with a number of temporary Hit Points equal to your Intelligence modifier plus your mechanic level. The shield remains active for 1 minute per mechanic level or until all of its temporary Hit Points are depleted, whichever comes first. Once used, you cannot use this ability again until you spend 1 Resolve Point to regain Stamina Points after a 10-minute rest; your shield automatically shuts off during this period of rest.

Hack Directory
[Level: 2]

Whenever you attempt to hack a system and fail the check, you immediately become aware of any countermeasures that were activated due to your failure. You can then select one of these countermeasures and attempt another Computers check (with the same DC as the original). If you succeed at this second check, you can prevent that countermeasure from activating, as if you had not attempted to access the system at all. Any other countermeasures have their normal effect.

Distracting Hack
[Level: 2]

You can hack a computer within 30 feet of a foe to distract that foe, such as with a sudden noise or an image. You must be able to access the computer (whether it is your own computer or you are within range to access one manually or via remote hack). This functions as a feint action except that it uses your Computers skill instead of Bluff, so you can apply the benefits of Improved Feint and Greater Feint if you have them.

Neural Shunt
[Level: 2]

Once per day, as a reaction when you fail a saving throw against a mind-affecting effect, you can shunt that effect into your exocortex instead. When you do so, you are not affected by the mind-affecting effect, but for the normal duration of that effect, you lose the Skill Focus feat granted by your exocortex’s memory module and cannot use any of the exocortex’s abilities in any way (including any proficiencies and mods it grants you). When a mind-affecting effect is shunted into the exocortex, spells such as dispel magic or break enchantment can be cast on you to end the effect as if you were affected by it. Once the duration of the mind- affecting effect has ended, your exocortex resumes its normal functions. You must have an exocortex to learn this trick.

Overcharge
[Level: 2]

As a standard action, you can use your custom rig to overcharge and attack with a ranged energy weapon or a melee weapon with the powered special property (see page 181) that you’re holding. If you hit, you deal 1d6 additional damage of the same type the weapon normally deals. This attack uses three times as many charges from the battery or power cell as normal and can’t be used if the weapon doesn’t have enough charges. This trick has no effect on a weapon without a battery or power cell. You can instead use this ability as a move action on a touched powered weapon that is unattended or attended by an ally to grant the same effect to that weapon’s next attack before the beginning of your next turn.

Nightvision Processor
[Level: 2]

Your visual data processor allows you to see better in conditions of poor lighting, granting you low-light vision and darkvision to a range of 60 feet. You must have the visual data processor mechanic trick to learn this trick.

Overclocking
[Level: 2]

You have augmented the performance of your AI for maximum response timing. You gain a +2 insight bonus to initiative checks, and either you (if you have an exocortex) or your drone (if you have a drone) gains a +2 insight bonus to Reflex saves.

Overload Weapon
[Level: 2]

As a full action or as a move action by spending 1 Resolve Point, you can cause a powered weapon (either a ranged energy weapon or a melee weapon with the powered special property) in your possession to explode. You can use the weapon as if it were a grenade of the weapon’s item level or lower dealing the weapon’s normal damage type, except the weapon has a range increment of only 10 feet unless it is a thrown weapon. If someone tries to attack with the weapon, it explodes as a grenade would instead, centered on the user, and the user doesn’t receive a Reflex save to negate the grenade’s effect (if any). Once you’ve primed a weapon to explode in this way, it’s difficult to reverse the effect, requiring 8 hours of work and a successful Engineering check (DC = 15 + your Engineering bonus); failing the check by 5 or more detonates the weapon. Once detonated, the weapon is destroyed, just like a grenade.

Portable Power
[Level: 2]

You can use your custom rig to supply limited power for up to 1 minute to a computer or starship system that lacks power. If this system is part of a much larger network, this trick does not supply power to the entire network, just to a limited point of access (typically a terminal), which might greatly limit functionality. Once you have used portable power on a system, you cannot do so again on that system for 24 hours.