Darkvision (Capacitor) Questions


Rules Questions


Pathfinder Lost Omens Subscriber

The write-up for the cybernetic implant refers to how exactly Darkvision Capacitors work -- namely by shooting beams out to provide the vision.

Does *all* Darkvision work like that, or only the implant?

Does it stop shooting the beams if adaptive biochains are used but is still functional?

Apologies if this is a bit confusing, I'm kind of confused and am looking at getting them for a character but if they are the *only* thing that shoots the beams (if the natural eyes don't do it, for example) the capacitors seem like it'd be a very silly thing to ever get?


OK I will have a go at this.

Answer to question #1:

No unless stated otherwise darkvision works no differently than normal vision. No beams.

Answer to question #2:

No it does not stop shooting beams. See below quote.

CRB page 211 wrote:


Biotech mostly operates by the same rules as cybernetics and uses the
same implantation slots.

How ever as a GM I most likely would house rule that adaptive biochains change the eyesight at a DNA level and allow the dark vision to be natural in nature. So no beams.

Hope that helps.

Sczarni

IIRC, some creatures can see those lasers being used, so while the capacitors offer a cheap way to see in the dark, they don't work well if you're trying to stealth in the dark.


Pathfinder Lost Omens Subscriber
Nefreet wrote:
IIRC, some creatures can see those lasers being used, so while the capacitors offer a cheap way to see in the dark, they don't work well if you're trying to stealth in the dark.

And now you understand why the 'descriptive' text is confusing to me -- how did they develop the capacitors if no organic method was doing the same thing?

Some people may not *care* about this, but for someone who's trying to create a stealthier character who can see in the dark, laser-pointers to the user is not helpful.

Sczarni

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FWIW, I don't think I've played or GMed a game yet where it's mattered.

On the off-chance you play a scenario, with that character, and it does matter... well don't sign up for any craps games that weekend =/


The description for how it works is just flavor, they provide dark vision. I like incorporating the lasers in game but they are just fluff. As to how the biochains work, or necrograph for that matter, i assume that you have eyes like a dwarf or something similar that gives dark vision.


Nefreet wrote:
IIRC, some creatures can see those lasers being used, so while the capacitors offer a cheap way to see in the dark, they don't work well if you're trying to stealth in the dark.

They work against 99.44% of the stuff in the dark, just not critters with the broad spectrum ocular implants or some not yet made critter that sees the infra red spectrum. Creatures with darkvision are in the "they just do we don't know how it works" catagory rather than 2e dungeons and dragons infravision. (unless they've gone so far forward they've gone back...)


Pathfinder Starfinder Accessories, Starfinder Adventure Path Subscriber
Wei Ji the Learner wrote:

how did they develop the capacitors if no organic method was doing the same thing?

Some people may not *care* about this, but for someone who's trying to create a stealthier character who can see in the dark, laser-pointers to the user is not helpful.\

This seems outside the realm of rules discussion.

I don't believe there is an explanation for this, and I don't expect us to receive one. They are a piece of technology with a specific function and description of how they achieve that function. Asking for further information about "how" they were developed is beyond the scope of most RPG supplements.

You should be looking at Darksight Goggles as your option of choice if you prefer to avoid the ultraviolet lasers downside of darksight capacitors.

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