Archives of Nethys

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Biotech | Cybernetics | Magitech | Necrografts | Personal Upgrades


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

Wraith Motes

Source Starfinder Armory pg. 97
System Eyes
Wraith motes replace your eyes with glowing red motes of fiery-red light which smolder and produce thin trails of white smoke. Wraith motes allow you to retain all your natural vision abilities, but they can also augment your vision for a number of minutes per day equal to the necrograft’s mark. They can be activated as a swift action, or they can be activated as a reaction whenever you attempt a Perception check. They can be deactivated as a swift action. The wraith motes’ duration need not be used all at once, but it must be used in 1-minute increments.

The vision granted by the wraith motes varies based on the model as follows. Higher-level models can be used to grant the vision options of a lower-level version, but only a single benefit can be gained at a time. Mk 1 wraith motes grant low-light vision. Mk 2 wraith motes grant darkvision with a range of 60 feet. Mk 3 wraith motes grant the see in darkness universal creature ability (allowing you to see perfectly in darkness of any kind, including magical darkness; Alien Archive 156). Mk 4 wraith motes grant the ability to see invisible creatures and objects (per see invisibility). Mk 5 wraith motes allow you to see into both the Ethereal Plane and Shadow Plane.