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


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.

Bionic Knee

Source Starfinder #11: The Penumbra Protocol pg. 45
Item Level 5; Price 2,750; System All legs
Complex actuators and servos are installed in your knees, giving you the power to make impressive leaps. You always count as having a running start when attempting Athletics checks to jump. In addition, you don’t fall prone if you fail an Athletics check to jump by 5 or more. Finally, the damage you take from the first 10 feet of a fall is converted into nonlethal damage, even if you aren’t falling onto a yielding surface.