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.


Sciatic Agonizer

Source Starfinder #11: The Penumbra Protocol pg. 52
Item Level 14; Price 75,000; System All Legs
A sciatic agonizer consists of long needles driven precisely through the flesh and bone of your hips and sacral spine, connected to a series of barbell piercings running down the back of your legs with fibers running deep into the leg and through its nerves. With a twist, you can activate these piercings, blasting your nervous system with pain and shocking your legs into motion.

Each time you activate the sciatic agonizer, you take damage equal to your level. This damage can’t be reduced or redirected in any way. You can activate the augmentation as a swift action to gain one of the following benefits.
  • You double your land speed, as well as the speed at which you swim and climb, until the beginning of your next turn. This is an enhancement bonus to your speed.
  • You gain the benefit of the Mobility feat until the beginning of your next turn.
In addition, when you attempt a Reflex saving throw, you can activate the augmentation as a reaction to roll that saving throw twice, taking the higher result.

Once you activate your sciatic agonizer, you can’t activate it again until you have rested for 10 minutes to regain Stamina Points. However, you can spend 1 Resolve Point to recharge it immediately.