Necrograft
Necrografts are augmentations utilizing undead organs and necromantic rituals rather than technology. They were invented on Eox, after the discovery of The Crystal of the Dead 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).
Necrograft Subtype
Adding even a single necrograft to a living body causes the recipient creature to gain the necrograft subtype. Abilities, items, and spells that detect or identify undead reveal necrografts (identifying only the augmentations as undead, rather than the recipient creature as a whole).
Creatures with this subtype are also damaged by spells that damage undead and can be subjected to other undead-specific effects. If a spell or ability that does something other than deal damage would not normally affect such a creature but does affect undead, it can affect a creature with the necrograft subtype, but that creature gains a bonus to its AC and saving throw against the effect equal to 4 – the number of necrografts it has (to a minimum bonus of +0).
Prospective necrograft hosts seek out these macabre additions to replace a sick or missing body part, although some see necrografts as an extreme form of body modification, excising perfectly healthy body parts to make room for undead flesh. Not all necrograft hosts are willing recipients—some are forced to endure the surgical process as part of mad experiments.
A skilled necrograft surgeon (often a necromancer) is required to install a necrograft. Necrografts can be attached only to humanoids and only to replace a part—a necrograft arm can’t be added in addition a human’s two healthy arms, for example, but could replace a lost arm. When a necrograft is attached (a process requiring 1 hour), the recipient must succeed at a DC 18 Fortitude save or the necrograft fails to integrate with his body. Either way, the recipient takes 2 points of Constitution damage from the surgery.
A raise dead or resurrection spell cast on a living creature instantly destroys any necrograft implants unless the target succeeds at a separate Will save against the spell for each necrograft implant. If the target of the spell is dead, the target is restored to life but any implants are destroyed.
Necrosis Score
Undead flesh doesn’t readily bond with a living body, creating many problems but also unexpected boons. A necrograft host has a necrosis score equal to half the number of necrografts implants in his body (minimum 1). A necrograft host gains DR against nonlethal damage (excluding nonlethal damage from starvation or exertion) and a racial bonus on saving throws against paralysis, poison, and sleep effects equal to his necrosis score, but takes an equal penalty on saving throws against disease and negative energy effects. A necrograft also reduces the host’s morale bonuses and the magical healing he receives by an amount equal to his necrosis score, as the necrotic energies blunt his emotions and ties to the natural cycle of life and death.
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