Archives of Nethys

Pathfinder | Starfinder

Armor | Weapons
Artifacts | Augmentations | Computers | Hybrid Items | Magic Items | Technological Items | Traps
Manufacturers | Other Items | Special Materials


Biotech | Cybernetics | Magitech | Necrografts | Personal Upgrades


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.

Darkvision Capacitors

These replacement eyes allow you to see in total darkness, giving you darkvision with a range of 60 feet. They operate by sending out low-powered ultraviolet lasers that are then detected by receptors within the capacitors. When your capacitors are in operation, their lasers can be detected by creatures that have darkvision capacitors or can otherwise see ultraviolet light.

Advanced darkvision capacitors have the benefits of a wide-spectrum ocular implant (see page 211). Long-range darkvision capacitors function like advanced capacitors but provide a darkvision range of 120 feet.

Darkvision Capacitors, Long-Range

Source Starfinder Core Rulebook pg. 209
Item Level 13; Price 48,950; System Eyes


Darkvision Capacitors, Standard

Source Starfinder Core Rulebook pg. 209
Item Level 3; Price 1,750; System Eyes

Darkvision Capacitors, Advanced

Source Starfinder Core Rulebook pg. 209
Item Level 8; Price 9,000; System Eyes