Archives of Nethys

Pathfinder 1E | Pathfinder 2E | 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.

Polarizing Palm

Source Starfinder #11: The Penumbra Protocol pg. 45
Item Level 7; Price 5,850; System Hand
One of your hands contains a microscopic matrix of electromagnetically charged wires and nodes that is kept powered by your own nervous system. As long as you aren’t holding or wielding an item in that hand, you can use it as a standard action to make a melee attack roll against a target’s EAC. If you hit, a technological item that target is holding or wearing in a visible, accessible manner (such as on a belt) or a weapon that is powered by a battery that target is wielding loses 1d6+1 charges. This amount is doubled if you score a critical hit.