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


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.

Recoil Stabilizer

Source Starfinder Armory pg. 89
Item Level 8; Price 8,550; System Arm and hand
This prosthesis functions as a standard prosthetic arm but also boasts gas-venting systems and internal gyroscopes that provide you additional stability when firing large weapons. When you use the automatic weapon special property of a ranged weapon wielded in the augmented hand, you can activate the arm’s stabilizers (this requires no action), allowing you to score critical hits while making attacks in automatic mode. Roll damage separately against targets you score critical hits against. Once you have used the recoil stabilizer, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points.