Archives of Nethys

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

Armor | Shields | Weapons
Artifacts | Augmentations | Creature Companions | Computers | Hybrid Items | Magic Items | Technological Items | Traps
Manufacturers (Augmentations) | Manufacturers (Weapons) | Other Items | Special Materials


Biotech | Cybernetics | Magitech | Necrografts | Personal Upgrades | Species Grafts


Cybernetics

Cybernetic augmentations use machines and circuitry integrated with the flesh and bone of the recipient. In most cases, cybernetics must be installed into the body by a trained surgeon—a process that takes 1 hour per level of the augmentation and the price of which is covered in the price of the cybernetic. Cybernetics are more than just machine implants: they are complex meldings of technology and the living host’s own organs. This allows them to be hardened against assaults that affect other technologies in ways robots and other entirely technological creatures can’t. Cybernetics are not subject to any effect or attack that targets technology unless it specifies that it affects cybernetics.

Charge Palm

Source Starfinder #49: A Light in the Dark pg. 53
Item Level 1; Price 350; System One Hand
A nanoscopic battery attached to a miniature generator is implanted in the palm of your hand. A charge palm produces 4 charges each day and can hold a maximum of 10 charges. If the charge palm holds its maximum number of charges at the beginning of the day, it doesn't produce any additional charges that day. As a move action, you can transfer any number of charges from the charge palm to any battery in your possession or vice versa, up to that item's maximum number of charges.