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

Stench Glands

Source Starfinder Armory pg. 97
System Skin
Stench glands are a concentration of undead sweat glands located mostly in your armpits that can emit a foul, debilitating odor. As a standard action a number of times per day equal to your stench glands’ mark, you can activate the necrograft to form a 10-foot radius cloud of stench centered on you that persists for 1 minute. Living creatures that enter your cloud must succeed at a Fortitude saving throw or be sickened until they leave the cloud and for 1d4+1 rounds thereafter. A creature that succeeds at this save is unaffected by your stench for 24 hours. Creatures that do not breathe or use self-contained breathing are unaffected by your stench. You can halt the stench as a swift action.

Mk 4 and mk 5 stench glands produce a particularly loathsome funk that can drive off most creatures. After the first round of being sickened by your stench, a creature in your cloud must succeed at another Fortitude saving throw or become nauseated until it leaves your cloud, after which it is sickened for 1d6+2 rounds. A creature that succeeds at this second Fortitude save remains sickened as normal, but it must continue to attempt a Fortitude save to avoid becoming nauseated each round it remains in your cloud.