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


Source Starfinder Armory pg. 90
Requiring both surgical skill and arcane mastery to create and install, magitech augmentations are a combination of cybernetic and magical components. These augmentations usually contain elements such as mystically charged crystals, starmetal alloys, and rune-covered microchips and are highly sought after by those who wish increase their magical might, such as technomancers. However, any spacefarer can benefit from even the most basic magitech augmentations.

Magitech augmentations follow much the same rules as all other augmentations in regards to implantation, activation, and removal (see page 208 of the Core Rulebook). Though they can be detected and crafted as if they were hybrid items, once they are installed, they become a part of your body and generally can’t be affected by abilities that disable or destroy hybrid items.

Personal Stasis Unit

SFS Note: As part of the action to activate a personal stasis unit, make a Stealth check. The result is used until the augmentation is deactivated.
Source Starfinder #31: Waking the Worldseed pg. 53
Item Level 9; Price 113,000; System Skin
You have a tiny stasis generator implanted in your body with minute emitters dotting your skin. The generator has two modes: light sleep and deep sleep. You can activate or deactivate light sleep as a move action. When you do, you become absolutely still, have a minimal heat signature, and exhibit no vital signs or need to eat, sleep, or breathe. This grants you a +4 circumstance bonus to Stealth checks. You can’t take any action other than to deactivate light sleep. You’re dimly aware of your surroundings, but you take a –10 penalty to Perception checks. You can remain in light sleep for up to 7 consecutive days; once you emerge from light sleep, this augmentation requires 24 hours to recharge before it can be used again.
Alternatively, you can spend 1 minute to enter deep sleep. You gain all the benefits of light sleep, but the penalty to Perception checks increases to –20. You can’t take actions in deep sleep, but you can deactivate deep sleep and wake up, which requires 1 hour. You can remain in deep sleep for up to 1 year for every point of Constitution you have; once you emerge from deep sleep, this augmentation requires 1 week to recharge before it can be used again.