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


Magitech

Source Starfinder Armory pg. 90
Requiring both surgical skill and arcane mastery to create and install, magitech augmentations are a combination of cybernetic and magical components. These augmentations usually contain elements such as mystically charged crystals, starmetal alloys, and rune-covered microchips and are highly sought after by those who wish increase their magical might, such as technomancers. However, any spacefarer can benefit from even the most basic magitech augmentations.

Magitech augmentations follow much the same rules as all other augmentations in regards to implantation, activation, and removal (see page 208 of the Core Rulebook). Though they can be detected and crafted as if they were hybrid items, once they are installed, they become a part of your body and generally can’t be affected by abilities that disable or destroy hybrid items.


Ecstasy Mask

Source Starfinder #11: The Penumbra Protocol pg. 52
Item Level 7; Price 7,000; System Brain
Piercings of the ecstasy mask crisscross your face, and its fibers penetrate your central nervous system. When you experience pain, the augmentation also activates the pleasure center of your brain. Because this augmentation conditions your body to associate pain with pleasure, when you attempt a saving throw against an effect that has the pain descriptor, you can roll twice and take the better result.

When you take Hit Point damage or suffer an effect that has the pain descriptor, you are flooded with pleasure for 1 round. You can spend 1 Resolve Point to extend this benefit by 1d4 rounds. During this time, you ignore the shaken condition and pain effects. In addition, provided you are conscious, when you attempt a saving throw against a mind-affecting effect, you can roll twice and take the better result.