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.

Partitioned Personality Module

Source Drift Crisis pg. 87
Item Level 7; Price 6,800; System Eyes
Initially developed as a device to closely monitor organic cerebral activity, these neural implants study the brain activity of the host and then design an artificial copy of their thought patterns, decision trees, and emotional profile. This artificial personality serves as a backup for the host that bolsters their mental faculties and can be activated when psychic attacks disrupt their free will. You gain a +2 enhancement bonus to saves against charm, compulsion, or mind-affecting effects. Once per day when you fail a save against a charm, compulsion, or mind-affecting effect, you can activate your backup personality by spending a Resolve Point to immediately reroll the save and take the new result.