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.

Refraction shell

Source Tech Revolution pg. 58
Item Level 11; Price 25,000; System Skin
Silvery, flexible plates cover much of your body, thickening and hardening along your back. When you succeed at your saving throw against a line effect or such an effect misses you, as a reaction you can spend 1 Resolve Point to redirect the line, altering its direction up to 90 degrees beginning with your space. After you activate the refraction shell, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points, though you can spend 1 Resolve Point at any point to recharge it immediately.