Player > Augmentations > Species Grafts
This section introduces a new type of augmentation known
as a species graft, giving you the ability to partially transcend
your species by taking on the racial traits of other species.
Species grafts follow the rules for augmentations (Starfinder
Core Rulebook 208), in that they are installed in specific
systems on your body. Once installed, they become a part
of your body and generally can’t be affected by abilities that
destroy or disable objects. Most of these augmentations are
installed into the more common systems.
Species grafts can be cybernetics, biotech, magitech, nanite enhancements, or any other form of augmentation. A specific species graft might describe its form, but that is merely an example. Your GM might decide what a species graft looks like when you purchase one or you might determine its specifics when you craft it. This doesn’t affect how a species graft functions—only its appearance.
The benefits of a species graft don’t stack with the benefits granted by a racial trait of the same name. For example, a vesk character can’t benefit from the armor savant graft.
Species grafts are different from other augmentations in that they count as the racial trait mentioned in the name of the graft, and having one installed allows you to take feats and other player options that have that racial trait as a prerequisite. For example, if you have a limited telepathy graft installed, you count as having the limited telepathy racial trait in order to satisfy the prerequisite for the Extended Telepathy feat (Starfinder Pact Worlds 191). You can’t replace racial traits granted by species grafts with alternate racial traits, as those must be chosen at 1st level.
If you have a species graft removed, you no longer count as having the associated racial trait. If you have feats or other options with that racial trait as a prerequisite, you can no longer use them. You can replace a feat with a new one that has no prerequisites by spending a full week retraining (Starfinder Character Operations Manual 155).
|Applied Knowledge Graft||1||400||Brain||AA4 p.141|
|Balanced Graft||1||350||All Feet||AA4 p.142|
|Carbonic Respiration Graft||1||150||Lungs||AA4 p.142|
|Cold Inured Graft||1||150||Skin||AA4 p.143|
|Hold Breath Graft||1||200||Lungs||AA4 p.144|
|Nimble Graft||1||375||All Feet||AA4 p.145|
|Photosynthesis Graft||1||300||Skin||AA4 p.146|
|Polymath Graft||1||140||Brain||AA4 p.146|
|Bolt Graft||2||750||All Legs and Feet||AA4 p.142|
|Bulwark Graft||2||600||Spinal Column||AA4 p.142|
|Desert Stride Graft||2||480||All Legs||AA4 p.143|
|Electrical Affinity Graft||2||750||All Hands and Skin||AA4 p.143|
|Electrolocation Graft||2||750||All Hands or All Feet||AA4 p.143|
|Natural Weapons Graft||2||1000||Hand, Foot, or Spinal Column||AA4 p.145|
|Partner Bond Graft||2||480||Brain and Throat||AA4 p.145|
|Skin Mimic Graft||2||450||Skin||AA4 p.146|
|Squirt Blood Graft||2||700||Eye||AA4 p.147|
|Stealthy Swimmer Graft||2||550||All Legs||AA4 p.147|
|Absorb Force Graft||3||1350||All Hands||AA4 p.140|
|Communalism Graft||3||1300||Brain||AA4 p.143|
|Defensive Ball Graft||3||1300||Spinal Column||AA4 p.143|
|Eternal Hope Graft||3||1300||Brain||AA4 p.144|
|Heat Tracker Graft||3||1225||All Eyes||AA4 p.144|
|Limited Telepathy Graft||3||1500||Brain||AA4 p.145|
|Lurker Graft||3||1250||Skin||AA4 p.145|
|Maze Mind Graft||3||1200||Brain||AA4 p.145|
|Slow Fall Graft||3||1200||Spinal Column||AA4 p.147|
|Sneaky Graft||3||1300||All Feet||AA4 p.147|
|Stonecunning Graft||3||1250||All Eyes||AA4 p.147|
|Amplify Graft||4||2000||Skin||AA4 p.141|
|Beguiling Glow Graft||4||1900||Skin||AA4 p.142|
|Celestial Radiance Graft||4||1800||Skin||AA4 p.142|
|Elven Immunities Graft||4||2100||Brain||AA4 p.143|
|Fiendish Gloom Graft||4||1800||Skin||AA4 p.144|
|Hyper Graft||4||2125||Heart||AA4 p.145|
|Psychometry Graft||4||1875||Hand and Brain||AA4 p.146|
|Retract Graft||4||2100||Spinal Column||AA4 p.146|
|Tinker Graft||4||1800||Hand||AA4 p.147|
|Void Flyer Graft||4||2000||Lung and Spinal Column||AA4 p.147|
|Armor Savant Graft||5||3000||Skin||AA4 p.142|
|Atmospheric Alteration Graft||5||2750||Lungs||AA4 p.142|
|Ferocity Graft||5||3000||Heart||AA4 p.144|
|Lashunta Magic Graft||5||3200||All Hands||AA4 p.145|
|Resist Energy Drain Graft||5||2800||Heart||AA4 p.146|
|Strix Mobility Graft||5||3100||Spinal Column||AA4 p.147|
|Upgrade Slot Graft||5||2700||See Text||AA4 p.147|
|Atmospheric Adaptation Graft||6||4500||Lungs||AA4 p.142|
|Cheek Pouches Graft||6||3900||Throat||AA4 p.143|
|Ferocious Charge Graft||6||4250||All Arms And Legs||AA4 p.144|
|Force Bolt Graft||6||4300||Brain||AA4 p.144|
|Impel Truth Graft||6||4000||Brain||AA4 p.145|
|Kanabo Magic Graft||6||3900||All Hands||AA4 p.145|
|Rolling Charge Graft||6||4400||All Legs||AA4 p.146|
|Shielded Thoughts Graft||6||4225||Brain||AA4 p.146|
|Snag Graft||6||4400||All Arms||AA4 p.147|
|Dessamar Magic Graft||7||6200||All Hands||AA4 p.143|
|Buoy Graft||8||9500||Brain||AA4 p.142|
|Hardened Mantle Graft||8||9000||Skin||AA4 p.144|
|Lithic Graft||8||8500||Heart and Lungs||AA4 p.145|
|Psychic Shunt Graft||8||9000||Brain||AA4 p.146|
|Early Stage Adaptation Graft||9||13000||All Arms and Skin||AA4 p.143|
|Grave Touch Graft||10||17000||All Hands||AA4 p.144|
|Phase Graft||10||17500||Skin||AA4 p.145|
|Prehensile Tail Graft||11||24750||Spinal Column||AA4 p.146|
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.