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


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.

Solar Overload Conduit

This augmentation takes the form of constellations connected with circuitry patterns, either on your palms (if you manifest a solar weapon) or on a large patch of your skin (if you manifest solar armor). Engineered with fanatical devotion to unlocking the potential of stars, solar overload conduits can grant solarians means to amplify their powers.

If you are a solarian with a solar weapon and you have a solarian weapon crystal in your mote, when you hit a target with your solar weapon but do not score a critical hit, as a reaction you can overload your weapon crystal and apply your weapon crystal’s critical hit effect (if any) to the attack (do not roll your damage twice). You can use this ability a number of times per day equal to the solar overload conduit’s mark, but each time you do so, you immediately become unattuned.

If you are a solarian with solar armor, when you take Hit Point damage from a creature within 100 feet of you, as a reaction you can dismiss your solar armor and send it as an arc of solar energy at the attacking creature, dealing an amount of fire damage equal to the damage dealt to you at the time you discharged your solar armor. The maximum damage you can reflect in this way is equal to 10 times the solar overload conduit’s mark. You can use this ability a number of times per day equal to the solar overload conduit’s mark, but when you do so, you immediately become unattuned.

Solar Overload Conduit, Mk 2

Source Starfinder #14: Soldiers of Brass pg. 43
Item Level 10; Price 16,800; System Skin


Solar Overload Conduit, Mk 1

Source Starfinder #14: Soldiers of Brass pg. 43
Item Level 5; Price 2,640; System Skin

Solar Overload Conduit, Mk 3

Source Starfinder #14: Soldiers of Brass pg. 43
Item Level 15; Price 120,000; System Skin