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.

Anosmatic Shunt

Source Starfinder #31: Waking the Worldseed pg. 53
Item Level 1; Price 120; System Lungs
Popular with long-term visitors to Hibb, this cybernetic chip does only one thing; as a swift action, or as a reaction when you would be affected by a scent-based effect, you can choose to lose your sense of smell. You lose any abilities dependent on scent but become immune to sense-dependent effects that rely on scent. You can deactivate the anosmatic shunt and regain your sense of smell as a swift action.