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Starjammer: Medical Marvels (PFRPG) PDF

***** (based on 2 ratings)

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The Void is brighter with digital eyes!

Welcome to Starjammer: Medical Marvels!

Where does a person in the Void have to go to get the latest and greatest in upgrades? Anywhere that will take your COMET credit bracelet, that’s where! Not all upgrades or pharmaceuticals are legal so it pays to know where to go, and what you will be buying.

Welcome to Starjammer: Medical Marvels. Contained in this catalog you will find cybernetic upgrades, legal and illegal drugs and enhancements, and much more.

  • Enjoy auto-injectors that quickly deliver the medicines that you need even while you are in combat!
  • Magnetic hands make travel outside of your ship a snap. Literally!
  • Give searchers the slip with built in smuggling compartments in your cyberwear.
  • The Optional Spirit rule gives each character a new ability score that measures how well they control their cybernetics!
  • Installed too much tech? You might suffer from Cybersickness! Rules inside!
  • New Pharmaceuticals and Addiction rules!
  • Remember the awesome potion mixing charts that brought laughter and danger to any table? Pharma-Miscibility Rules are included!
  • And much more!

"Starjammer: Medical Marvels" is a must-have addition to your Starjammer collection and a great add-on for anyone playing the Pathfinder Roleplaying Game in a science fiction setting!

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Product Reviews (2)

Average product rating:

***** (based on 2 ratings)

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Good addition to your game


The first of, hopefully, many Starjammer additions, this 32 pages supplement covers medical care and cybernetics. It is to be noted that this book expand onto Paizo's own Technology Guide also available for free in the PRD. Also, every so often, you have a small box with a log from a Doctor point of view. That,s actually pretty neat.

The first part review the COMET, the credit introduce in the corebook, explain the price difference for a pre-technology society (who would view it as magic) and a post-technology society that would see it as an everyday tool and finally the Legality index (that brings me back to my Shadowrun days), to see if it is unrestricted, permit needed, for military & government only or highly restricted.

Then we get into the items. The first 9 tables covers items from the Technology Guide and indicated Pre-tech, post tech price and the legality code. Useful to have and a good quick reference.

Then we have Table 10 with the same info for the new cybernetics that are described from page 14 to page 19. Some nice stuff in here, especially for infiltration.

Spirit a phantom stat is introduced as an optional rule in lieu of the rule presented in the technology guide. This represents how much Cyberware your can have in you and it is the average of yuor Intelligence, charisma and constitution rounded down. Going over is, obviously, bad. For the old Runners, it's basically your Essence score.

A second optional rule, Cyber Sickness is introduced and it goes into how your body treact to that much foreign material. 2 table Stage 1 and Stage 2 are offered. This is mean to be an alternative to the negative consequence of the original rule found in the Technology guide or for Spirit optional rule above.

Then we have the pharmaceutical.

We start with a third optional rule pharmaceutical addition. This covers what happened when you take too many hit in a short time. This modify the Additon rules found in the GameMastery Guide also available for free in the PRD.

4 pharmaceuticals from the Technology guide are presented with their addiction level and the DC needed to resist it. And presents 8 new pharmaceuticals with full detail from page 24 to page 27.

A fourth optional rule is provided Miscibility. This bring me bacck to AD&D (1st and 2nd) where drinking different potions in succession is potentially bad. Same idea here with a Table for mixing pharmaceutical and one for mixing potion...I'm definitely bringing this back into my game.

This briefly goes over what this supplement provided us: new toys and new pharmaceutical as well as a bit of an update of old ones. The 4 optional rules are nice and give a bit more flavor than the originally provided rule.

In my opinion this is well worth the purchase and would recommanded to anyone playing Starjammer, Iron God or Legendary Planet.

Amazing Marvels of Medical Madness


Medical Marvels is the first follow up to the Starjammer Core release, and it's a great one! It's loaded with crunch, and useful optional rules that add some cool modern flavor if you're looking for it.

First, we have a little blurb about economy and legality, which adds a 'credit' system to replace gold pieces. It's nice to have some sort of modern-ish currency, and there's even extensive tables for technological goods, but the values are murky and don't make much sense. Regardless, it's a nice set of optional rules to utilize!

There's new Cybertech, and some of it is really nifty! The Magnetic Hand is one I'm a huge fan of, and want to be able to utilize it myself! There are two new optional rules involving cybertech as well; Spirit and Cyber-Sickness.

Spirit is a phantom 7th ability score that grants you a modifier that you use for your 'save', that reduces implantation value of said cybertech, which can be really cool.

Cyber Sickness is a neat way to allow for some alternate drawbacks for implantation value!

Finally, there's new pharmaceuticals, along with rules for addiction, lots of neat stuff here!

Highly recommended, whether you're running just Starjammer, or for your Iron Gods campaign! Gift Certificates
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