Player > Augmentations > Necrografts
Necrografts are augmentations utilizing undead organs and necromantic rituals rather than technology. They were invented on Eox, and they are most commonly available in Orphys and at the Necroforge within the Lifeline on Eox. Most Pact Worlds outlaw the creation and installation of necrografts (though not their possession), but they can still be found in some less reputable back-alley augmentation clinics.
Necrografts follow the existing rules for augmentations (see page 208 of the Starfinder Core Rulebook), but they use different components than biotech and cybernetics. Any biotech or cybernetic augmentation can be created as a necrograft and installed for only 90% of the augmentation’s normal cost, but doing so causes the recipient to gain the necrograft subtype (see below). Necrografts have the same system limitations all augmentations share.
For those low on funds, some bone sages and corporations on Eox are willing to defer the cost of travel to Eox and augmentation for any client who signs a corpse-lease agreement. Necrograft versions of standard prosthetic limbs (see page 210 of the Starfinder Core Rulebook), and necrograft ears, eyes, or tongues (which use the same mechanics as prosthetic limbs but serve as sensory organs) can even be implanted with no up-front cost. However, the corpse-lease agreement states that if the recipient dies before paying off all the costs associated with the travel and augmentation, the leasing Eoxian group owns the patient’s body, which it then uses in creating undead servitors or more necrografts. More advanced necrografts aren’t generally available without payment in full (though complementary travel is likely to still be offered to customers within the Pact Worlds).
|Black Heart, Mk 1||1||200||Heart or Lungs||DS03 p.42|
|Bone Blade, Mk 1||1||200||Arm||DS03 p.42|
|Ghoul Glands, Mk 1||1||200||Skin||DS03 p.43|
|Grave Wind, Mk 1||1||200||Lungs||DS03 p.43|
|Shadow Nerves, Mk 1||1||200||Spinal Column||DS03 p.43|
|Vampire Voice, Mk 1||1||200||Throat||DS03 p.43|
|Wraith Motes, Mk 1||1||200||Eyes||DS03 p.43|
|Black Heart, Mk 2||6||4000||Heart or Lungs||DS03 p.42|
|Bone Blade, Mk 2||6||4000||Arm||DS03 p.42|
|Ghoul Glands, Mk 2||6||4000||Skin||DS03 p.43|
|Grave Wind, Mk 2||6||4000||Lungs||DS03 p.43|
|Shadow Nerves, Mk 2||6||4000||Spinal Column||DS03 p.43|
|Vampire Voice, Mk 2||6||4000||Throat||DS03 p.43|
|Wraith Motes, Mk 2||6||4000||Eyes||DS03 p.43|
|Black Heart, Mk 3||12||30000||Heart or Lungs||DS03 p.42|
|Bone Blade, Mk 3||12||30000||Arm||DS03 p.42|
|Ghoul Glands, Mk 3||12||30000||Skin||DS03 p.43|
|Grave Wind, Mk 3||12||30000||Lungs||DS03 p.43|
|Shadow Nerves, Mk 3||12||30000||Spinal Column||DS03 p.43|
|Vampire Voice, Mk 3||12||30000||Throat||DS03 p.43|
|Wraith Motes, Mk 3||12||30000||Eyes||DS03 p.43|
|Vampire Voice, Mk 4||16||350000||Throat||DS03 p.43|
|Black Heart, Mk 4||18||350000||Heart or Lungs||DS03 p.42|
|Bone Blade, Mk 4||18||350000||Arm||DS03 p.42|
|Ghoul Glands, Mk 4||18||350000||Skin||DS03 p.43|
|Grave Wind, Mk 4||18||350000||Lungs||DS03 p.43|
|Shadow Nerves, Mk 4||18||350000||Spinal Column||DS03 p.43|
|Wraith Motes, Mk 4||18||350000||Eyes||DS03 p.43|
|Black Heart, Mk 5||20||775000||Heart or Lungs||DS03 p.42|
|Bone Blade, Mk 5||20||775000||Arm||DS03 p.42|
|Ghoul Glands, Mk 5||20||775000||Skin||DS03 p.43|
|Grave Wind, Mk 5||20||775000||Lungs||DS03 p.43|
|Shadow Nerves, Mk 5||20||775000||Spinal Column||DS03 p.43|
|Vampire Voice, Mk 5||20||775000||Throat||DS03 p.43|
|Wraith Motes, Mk 5||20||775000||Eyes||DS03 p.43|
Adding even a single necrograft to a living body causes the recipient creature to gain the necrograft subtype. Abilities, items, and spells that detect or identify undead reveal necrografts (identifying only the augmentations as undead, rather than the recipient creature as a whole).
Creatures with this subtype are also damaged by spells that damage undead, and can be subjected to other undead-specific effects. If a spell or ability that does something other than deal damage would not normally affect such a creature, but does affect undead, the creature can be targeted, but it gains a bonus to its AC and saving throw against the effect equal to 4 – the number of necrografts it has (to a minimum bonus of +0).
All augmentations have a system entry indicating the part of the body into which it must be installed. You can’t have more than one augmentation on the same part of your body.
In some cases, such as with augmentations installed in limbs, you can install an augmentation into a single general type of body part, such as any single one of your feet or hands. In these cases, the augmentation lists the acceptable body parts into which the augmentation can be installed. You can install a single augmentation on each limb of which you have multiples. For example, if you’re a kasatha, you could install a separate augmentation on each of your four hands, as long as each of those augmentations requires only a single hand.
If an augmentation requires multiple limbs for installation— such as climbing suckers, which require all feet, or a speed suspension, which requires all legs—the augmentation’s systems entry indicates that requirement. The augmentation’s description will also indicate whether a limb-based upgrade requires the replacement of a limb or the augmentation of an existing limb. In the case of augmentations that specifically replace a lost limb, such as a polyhand or a prosthetic limb, you cannot attach such an augmentation to an existing limb, due to the way these upgrades are manufactured.
Common Systems: Although exceptions do exist, most augmentations require installation into one of the following body systems: arm (or all arms), brain, ears, eyes, foot (or all feet), hand (or all hands), heart, leg (or all legs), lungs, spinal column, skin, and throat.
Getting an augmentation installed requires the services of a professional cybernetic surgeon or someone with ranks in Medicine equal to the level of the augmentation. A session with a cybernetic surgeon usually takes 1 hour per level of the augmentation. The price of such implantation procedures is included in the prices listed for each augmentation.
You might want to have an augmentation removed, usually because you want to install a different one in the same system of your body. This removal usually occurs during surgery to install new cybernetics. Biotech usually kills off the old augmentation while it’s integrating with your body, allowing you to purge the dead biotech naturally. Because augmentations are coded to your body, it’s not possible to resell an old augmentation, nor can you reimplant one into a different person. The price of a new augmentation includes the price and time to remove the old augmentation.
Most augmentations work continuously. Those requiring some degree of control are plugged into your nervous system, and you can turn them on or off as a standard action unless otherwise noted. For example, you could activate or deactivate cybernetics in your eyes to observe different visual phenomena.