Archives of Nethys

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Necrografts

Source Starfinder Armory pg. 94
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 Eox’s Lifeline. Most other 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 on multiple worlds throughout the system and beyond.

Necrografts follow the existing rules for augmentations (Core Rulebook 208), 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 restrictions that 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 (Core Rulebook 210) and necrograft ears, eyes, or tongues (which use the same mechanics as prosthetic limbs but serve as sensory organs and occupy the corresponding system) can even be implanted with no up-front cost. However, the corpselease 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 complimentary travel is likely to still be offered to customers within the Pact Worlds).

Click here for the remaining rules on Necrografts.

ModelLevelPrice
Mk 11200
Mk 264,000
Mk 31230,000
Mk 418350,000
Mk 520775,000



Squirming Entrails

Source Starfinder Armory pg. 96
System Throat
Squirming entrails reinforce your esophagus and replace your stomach and lower gastrointestinal tract with writhing intestines. You still must eat, but you suffer no ill effects from eating spoiled food and gain a +4 enhancement bonus against ingested drugs and poisons, unless they specifically affect undead. In addition, you can extrude your squirming entrails from your mouth as a move action and use them almost like an additional limb, though you can’t speak, ingest anything, or hold your breath while doing so. You can retract your squirming entrails as a move action.

Each model of squirming entrails functions differently when extruded: mk 1 squirming entrails help you keep your balance, so you don’t take the normal penalties to attacks or gain the flat-footed condition when you are off-kilter, and you gain a +4 circumstance bonus to Athletics checks to balance. Mk 2 squirming entrails function as mk 1 squirming entrails, except that they also allow you to stand from prone as a swift action. Mk 3 squirming entrails function as mk 2 squirming entrails and are also prehensile, allowing you to hold an additional hand’s worth of equipment. Mk 4 squirming entrails function as mk 2 squirming entrails and allow you to hold two additional hands’ worth of equipment. Mk 5 squirming entrails function as mk 4 squirming entrails and, when not holding any objects, can perform an attack five times a day identical to that of mk 3 ghoul glands. Squirming entrails that allow you to hold more equipment don’t increase the number of attacks you can make in combat, but they allow you to store a single object of light or negligible bulk inside your body when you retract them. An external examination or a tactile search can’t detect the hidden object, but most security checkpoints include a scan that can detect it.