Source Drift Crisis pg. 117 Founded and operated by Triunite enthusiasts, CredenceCo designs magitech for pious clients of any faith, promising that by incorporating its augmentations, buyers become one step closer to their divine patrons. When you gain the augmentation, you can choose one 0-level spell from your class’s spell list. As long as you have a patron deity and faithfully uphold the deity’s teachings, you add that spell to your list of spells known. If the augmentation’s item level is 11 or higher, you instead choose and learn two 0-level spells.
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Source Drift Crisis pg. 117 Medical manufacturers for anacites on Aballon create augmentations that utilize nanite compatibility injections that pervade a user’s entire body. You can be healed by make whole, mending, and similar effects as if you were a construct, though you can be healed in this way only a number of times per day equal to one-third the augmentation’s item level (rounded up). Whenever you rest for 10 minutes to regain Stamina Points, you can be healed in this way one additional time that day. An Emergence Cybernetics augmentation costs 15% more than usual.
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Source Starfinder #29: The Cradle Infestation pg. 52 Iratha Incorporated is best known for being run by and selling predominantly to humanoids, despite being based on Bretheda. Its highest-selling biotech augmentations are optimized for combat. Unarmed attacks made with a limb that includes an Iratha Incorporated modification are not archaic. When you gain the augmentation, you can choose to change the damage type of your unarmed strike to bludgeoning, piercing, or slashing; this damage type can’t be changed without replacing the augmentation. An Iratha Incorporated augmentation costs 10% more than usual. This augmentation modification can be used only on biotech or biologically-based magitech.
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Source Drift Crisis pg. 117 Headquartered at the industrial center Terraforge and operated by the giants of Pholskar (Near Space 98), Jarltech designs imposing augmentations designed for towering humanoids. Even when Jarltech produces rare augmentations for smaller users, these devices infamously use bulky power cores designed for far larger users. As a result, a Jarltech augmentation can function as an emergency battery. Once per day as a swift action, you can drain your Jarltech augmentation to recharge the battery of a technological item you’re wielding or powered armor you’re wearing, restoring a number of charges equal to half the augmentation’s item level. The augmentation then provides no benefits until you rest for 10 minutes to regain Stamina Points. Jarltech augmentations cost 15% more than usual.
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Source Starfinder #29: The Cradle Infestation pg. 52 Life Innovations is one of the largest and most successful biotechnology companies in known space. Although it has a dizzying array of offerings, it is best known for morphing augmentations that can adopt the appearance of ordinary organs. A Life Innovations biotech augmentation has two forms—a standard form and a secondary form that appears to be a normal, unaugmented system. You can switch between the two forms as a move action. While the augmentation has the form of an unaugmented system, it cannot be used, and none of its benefits apply. It can be identified as an augmentation only with a successful Perception or Life Science check (DC = 15 + 1-1/2 times item level) or by magic (such as detect augmentation). This kind of Life Innovations biotech augmentation costs 10% more than usual. This augmentation modification can be used only on biotech or biologically-based magitech.
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Source Starfinder #29: The Cradle Infestation pg. 52 One of the few elven organizations that still do regular trade outside Sovyrian, Skybreak Holdings deals in plant-based biotechnology of all sorts, interacting with clients through lashunta intermediaries. Skybreak augmentations are famously elegant and easy to use. If a Skybreak augmentation has an effect with a duration longer than 1 round, that duration is increased by 50%. A Skybreak augmentation costs 20% more than usual. This augmentation modification can be used only on biotech or biologically-based magitech.
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Source Drift Crisis pg. 117 When Drift travel caused the thasteron market to crash, some mining conglomerates sought new uses for thasteron that would sustain some of the diminishing demand. One of the more successful ideas was the Vellsencraft Ltd. thasteron-fueled augmentations, spurring the thasteron-punk subculture that embraces the antiquated aesthetic. This modification is limited to arm, hand, leg, foot, and spinal column cybernetics. The augmentations appear to be made of copper, brass, wood, and leather, featuring tiny fueling ports and gas vents, and the faint exhaust gives you a –2 penalty to Disguise and Stealth checks except in environments where the smell would be innocuous, at the GM’s discretion. Vellsencraft augmentations cost 20% less than usual, but they consume 100 credits’ worth of thasphalt (page 50) to keep functioning.
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