Support United Paizo Workers! Click here for more details!
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).
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.
Website owned by Mark von Drake. All content on this website owned by Paizo Inc. Privacy policy can be found here.
Contact: markvondrake@thehiddentruth.info