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.

Tremor soles

Source Tech Revolution pg. 58
Item Level 12; Price 37,000; System Feet
The bases of your feet register even minute vibrations of nearby footfalls. You gain blindsense (vibration) and sense through (blindsense—vibration), both with ranges of 30 feet. However, you can only use these senses while in contact with a solid surface like the ground or a wall, and only then to sense creatures and objects that are in contact with other solid surfaces directly connected to your surface. For example, you could sense others walking on the ground nearby, even on the other side of a wall, but while floating in a raft, you would be unable to detect creatures walking on the nearby shore for lack of a solid connection between the two surfaces.