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.

Artificial Third Eye

Source Starfinder #11: The Penumbra Protocol pg. 45
Item Level 10; Price 18,000; System Brain and eyes
This crystalline nanocarbon node is implanted into your occipital lobe and connected to your optic nerves with a series of microscopic fibers. You can activate and deactivate your artificial third eye with a move action. When activated, an artificial third eye collects X-ray data and relays the information gathered directly to your eyes. You gain sense through (vision) with a range of 30 feet, though your vision is limited to black-and-white. The amount of visual information you receive when your artificial third eye is active can be distracting, imposing a –4 penalty on initiative checks.