Archives of Nethys

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Biotech | Cybernetics | Magitech | Necrografts | Personal Upgrades | Species Grafts


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.

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

Crypt Marrow

Source Starfinder Armory pg. 95
System All legs
Crypt marrow replaces the bone marrow of your legs or equivalent tissue with necromantically enhanced tissue. Within hours of the operation, the fetid ichor of the crypt marrow interacts with and enhances your living blood. Subtract the necrograft’s mark from any bleed damage you take. If this reduces your damage from bleeding that round to 0 or less, the bleed condition ends. Additionally, you gain an enhancement bonus equal to the necrograft’s mark to saving throws against disease and effects that cause bleeding, unless the effect specifies it functions against undead.

Mk 3 or mk 4 crypt marrow allows you to spend 1 Resolve Point as a swift action to ignore the effects of the fatigued condition for a number of rounds equal to the necrograft’s mark. Mk 5 crypt marrow allows you to spend 1 Resolve Point as a swift action to ignore the effects of the exhausted or fatigued condition for 5 rounds. This doesn’t eliminate the underlying source of the condition, but these rounds count toward the condition’s duration. If you are affected by another effect that would cause you to be exhausted or fatigued while ignoring such an effect using your crypt marrow, you become exhausted or fatigued as normal.