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


Magitech

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.


Fluttering Heart

Source Starfinder Armory pg. 91
Item Level 8; Price 8,220; System Heart
Your heart has necromantic onyx implants that put your autonomous functions under limited conscious control, allowing you to make yourself look weaker than you actually are. As a full action, you can convincingly feign a display of meekness that lasts until you attack or perform some other hostile action (such as casting a harmful spell) or 10 minutes have passed, whichever comes first. During this time, hostile creatures attack other viable targets instead of you if any exist, though it is possible you might be included in area effects (foes don’t avoid targeting you, they simply prioritize other viable targets). Once you use your fluttering heart, you can’t use it again until you have rested for 10 minutes to regain Stamina Points, though you can spend 1 Resolve Point at any point to recharge it immediately.