Exocortex

You've constructed a sophisticated program synchronized with your brain that you can use to remotely control a complex device of your own design. This program and its linked device are collectively called an exocortex. The exocortex is immune to the glitching condition, but the linked device is not.

At 1st level, you choose your exocortex. The exocortexes presented in this book include the following: a drone, a network of mines, or a deployable turret. You can Modify your exocortex in unique ways.

SFS Standard Drone

Your exocortex connects to a commercial robot companion called a drone that accompanies you on your adventures and follows your neural commands to the best of its abilities. In addition to the commercial customization all robot companions receive, your drone gains two additional commercial customizations. You control your drone with your thoughts at a range of up to 150 feet; only you can operate, control, and Repair your drone. If your drone is ever beyond your range of control, it can't perform any actions. During your daily preparations, you automatically Repair your drone, restoring it to its maximum Hit Points. You can also restore your drone to maximum Hit Points by spending 1 hour to Repair your drone (or 10 minutes if you have Quick Repair). You can further customize and advance your drone by taking feats.

If your drone is reduced to 0 Hit Points, rather than being destroyed, it collapses and initiates an emergency reboot, shutting down until repaired. While shut down, it becomes immune to damage, can't be harmed, and can't take any actions. At the end of 1 minute, it's restored to 1 Hit Point. By spending a little extra time, you can direct your drone to enact a more complex plan. You can spend 2 actions to Command instead of 1 when commanding your drone; your drone can then use an additional action (normally 3 actions, rather than 2).

You can Modify your adjacent drone, its unarmed attacks, and any weapons it wields. The drone counts as armor for the purposes of Modify. The drone's unarmed attacks count as weapons for the purposes of Modify. You gain the following new mods.
  • Desperate Repair (drone exocortex): Your drone gains temporary Hit Points equal to your level plus your Intelligence modifier until the end of your next turn.
  • Killbot (drone exocortex): Your drone gains a +2 status bonus to damage rolls. If your drone's Strikes deal more than one weapon damage die, the status bonus increases to 2 per weapon damage die, to a maximum +8 status bonus to damage rolls with four weapon damage dice.

SFS Standard Mine

Your exocortex manages a network of mines. You can deploy these mines with the Deploy Mine action and activate them with the Detonate Mine action or reaction. Your mines are shielded and can't detonate without your activation command. The DC to Disable your mines is your class DC. You can collect all deployed and undetonated mines as a single action, storing them alongside your other prepared mines in your custom rig.

During your daily preparations, you can create a number of mines equal to 4 + your Intelligence modifier, which is also the maximum number of mines you can carry. This number increases by two at 5th level and every 5 levels thereafter. If you're below this limit, you can craft new mines using your custom rig. For every 10 minutes you spend in exploration mode, you create two mines; this doesn't prevent you from participating in other exploration activities. You can store all your mines in your custom rig without increasing its Bulk. Though your mines are physical objects, they're destroyed if not used by the next time you make your daily preparations. They can't be duplicated or preserved in any way. You can Modify one of your deployed mines at a range of 60 feet as if it were a grenade. Additionally, you gain the following new mods.
  • Smart Mine (mine exocortex): You program your mines with rudimentary virtual intelligence, allowing them to recognize your allies. Select one target within 60 feet. That target is excluded from the area of all mines you detonate. At 5th level, you can select up to three targets, and at 10th level, you can select up to six targets.
  • Targeting Mine (mine exocortex): Your mines' proximity sensors calculate precise explosions. Increase the mine's damage by an amount equal to your Intelligence modifier.

SFS Standard Turret

Your exocortex connects to a deployable turret that’s easily collapsed and stored in your custom rig. At the end of your turn, if your turret is stored in your custom rig, it regains 5 Hit Points. You have one turret. It occupies a 5-foot square, hovers in place, and provides lesser cover. You can Take Cover behind your turret to gain standard cover. Once deployed, you can fire this turret remotely if you're within 150 feet of the turret as a ranged Strike originating from the turret's location. Your turret has its own targeting sensors, including darkvision, and doesn't rely on your vision. Your turret uses your attack modifier and shares your multiple attack penalty.

Your turret is a commercial martial ranged weapon with two upgrade slots. You can improve the grade of your turret, making it tactical or better, following the rules for improving weapons. Your turret's upgrade slots are located on your custom rig, rather than the turret itself, and are automatically remotely installed when you Deploy Turret. Your turret has an expend of 0 and doesn't require ammo. Its level is equal to your level, its AC is equal to your mechanic class DC, and it has Hardness 5. It has trained proficiency rank in Reflex and Fortitude saves, using your Intelligence modifier to calculate these bonuses. It has 10 Hit Points, plus a number of Hit Points equal to 2 plus your Intelligence modifier for each level you have. Its Broken Threshold is equal to half its total Hit Points (rounded down), and it can no longer Strike when it's broken. During your daily preparations, you automatically repair your turret, restoring it to maximum Hit Points. If your turret is reduced to 0 Hit Points, rather than becoming destroyed, it automatically collapses and returns to your custom rig, then regains Hit Points at the end of each of your turns, as usual.

At 5th level, your turret's Hardness increases to 10. At 10th level, its Hardness increases to 15, and its proficiency rank in Reflex and Fortitude saves increases to expert. At 15th level, its Hardness increases to 20, and its proficiency rank in Reflex and Fortitude saves increases to master.

Select one of the following arrays for your turret, which determines its damage type and range increment. You can spend 10 minutes adjusting your turret using your custom rig to change its selected array.
  • Chaingun: 1d8 piercing damage, range increment 90 feet, analog trait, projectile weapon group
  • Disintegrator: 1d8 acid damage, range increment 60 feet, tech trait, corrosive group
  • Laser Beam: 1d8 fire damage, range increment 60 feet, tech trait, laser weapon group
  • Thunderclap: 1d8 sonic damage, range increment 60 feet, tech trait, sonic weapon group
  • Volt Thrower: 1d8 electricity damage, range increment 60 feet, tech trait, shock weapon group
  • Zero Emitter: 1d8 cold damage, range increment 60 feet, tech trait, cryo weapon group
You can Modify your turret when you're within reach of it,modding the turret as a weapon or using the following two new mods.
  • Pinpoint Shot (turret exocortex): You upgrade your turret's targeting system. Increase the turret's damage by an amount equal to your Intelligence modifier.
  • Shift Array (turret exocortex): You tweak your turret's specifications. Change your turret's selected array.