Archives of Nethys

Pathfinder | Starfinder

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Biotech | Cybernetics | Magitech | Necrografts | Personal Upgrades


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.

Disquieting Nanites

Source Starfinder #5: The Thirteenth Gate pg. 9
Item Level 8; Price 10,000; System Skin and Throat
This augmentation infuses your skin with a host of iridescent nanites that swirl in hypnotic patterns. Internally, some of the nanites cluster around your voice box, slightly modifying your voice to create a kind of rhythmic reverberation. As a standard action, you can activate the nanites. After the first round, you must use a swift action each round to maintain the effect. A creature that can see or hear you when the nanites are activated must succeed at a Will saving throw (DC = 14 + your key ability score modifier) or be shaken for as long it can see or hear you and you continue the effect. If the creature succeeds at the saving throw, it is immune to the effect of the nanites for 24 hours. You can choose for the nanites to not affect allies. If the creature can both see and hear you, it takes a –2 penalty to the saving throw. This is a mind-affecting, sense-dependent effect. You can use the augmentation for 8 rounds per day, though these rounds need not be consecutive.