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.

Adaptive Fingerprints

Source Starfinder #11: The Penumbra Protocol pg. 44
Item Level 6; Price 4,030; System All Hands
Originally created for military operatives but favored by criminals throughout the galaxy, these pads of nanotech-infused artificial flesh replace the skin of your palms and fingertips. You leave no identifying fingerprints behind when touching an object or surface, and you can’t be identified through your fingerprints. In addition, if you have access to records of another individual’s fingerprints, you can spend 1 Resolve Point to create wrinkled patterns in the pads that mimic those fingerprints for 1 hour, allowing you to bypass security features or leave false evidence.