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Starjammer: Medical Marvels $3.71
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Starjammer: Medical Marvels
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Starjammer: Medical Marvels
Publisher: d20pfsrd Publishing
by Thilo G. [Featured Reviewer]
Date Added: 03/02/2018 03:59:40

An Endzeitgeist.com review

This supplement for Starjammer clocks in at 32 pages, 1 page front cover, 1 page editorial, 1 page advertisement, 1 page SRD, 1 page back cover, leaving us with 27 pages of content, so let’s take a look!

This pdf is framed by the audio logs of Dr. Karer, which adds a nice touch to the crunch-centric focus of the supplement and serves to liven up the material. The pdf begins with one of the components that I love to see in supplements and never would want to do myself: We take the Technology Guide’s items and classify them according to availability: Unrestricted (UR), Permit necessary (PN), Military Grade (MG) and Highly Restricted (HR); this makes sense in a scifi/space opera context and the pdf proceeds to provide table upon table of items, including the converted costs in credits. And yes, black market price restrictions etc. can be found. How many pages do we get? 9. 9 pages of properly classified items. If you’re like me and want that level of detail, but have no inclination to do all this work yourself, then this section on its own may well be worth getting the pdf for.

After this, we get a total of 13 new pieces of cyberware, all of which also come with their legality codes etc.: Amphibious rebreathers allow for the free breathing under water; auto injectors (Implantation 1) are really cool: They can be programmed to inject potions(pharmaceuticals under specific circumstances and up to 2 may be implanted at once. Really cool. A classic would be the hidden tooth compartment and the leg-based smuggling compartment and we also get ICDs – internal communication devices. Magesense modules act as detect magic and net +2 to determining the qualities of magic items or spells being cast. Magnetic hands let you spider climb on metal surfaces, which may be cool…but oddly, this one does not make disarming etc. harder. Night vision modules nets darkvision 60 ft. (or +30 ft.) and thermographic goggles net basically infravision – though at a penalty to atk versus adjacent creatures and those farther away. Pressurized jet streams net a 30 ft. swim speed (no upgrade if you already have it, alas), but the character can take 10 and take the Run action underwater, which is pretty neat. These must btw. be installed into cybernetic legs. Unlockable joints cut movement in half when unlocked, but also net you +10 to Escape Artist, +5 to Acrobatics to reduce falling damage…and +5 to CMD and DR 5/bludgeoning. The CMD bonus should probably not apply universally and is pretty high, considering the other benefits. One item straight from one of my favorite, most disturbing Black Mirror episodes would be the visual recording module. We also get an option to alter one’s voice.

Now, the pdf takes a cue from Shadowrun with an optional rule regarding cybertech: Usually, it is governed by Int or Con, as you know. Spirit is basically a derivative attribute based on the average of Charisma, Constitution and Intelligence. This score represents a numerical limit for the maximum implantation value a target can take. Implants in excess of that score take up the slot, but do not work and also imposes a whopping -4 to saves. Here’s the catch: When having cybertech implanted, you can attempt a spirit save, DC equal to 10 + implantation value. On a success, only half of the implantation value is applied! Creatures need to have at least two of the ability scores that make up spirit. This variant rule is easy to grasp, elegant and smooth – and for certain campaigns, it is absolutely amazing.

There is another optional rule here that has its origins, to a degree, in Shadowrun: Cyber sickness. Whenever a character implants more cyberware than the lower of either Con or Int, instead of not working, it does work, sans penalty. However, the character must succeed a save based on excess implantation values – on a failure, he contracts stage 1 cyber sickness. Every 30 days thereafter, the save is repeated, with increasing DCs. On a failed save, the affliction progresses to stage 2 and every 7 days require a save. Once the character has succumbed to stage 2 cyber sickness, he turns CE and becomes an NPC. Did I hear cyber-zombie? Both stage 1 and 2 comes with a full-page 12-entry table of effects each. And yes, the rules also include synergy between spirit and cyber sickness. I really liked these variant rules, which once more represent an excellent reason to get this.

Speaking of optional rules: We also get one for pharmaceutical addiction. Not all pharmaceuticals are addictive; those that are, have been designated in their own table. Unlike drugs, addictive pharmaceuticals cause no ability score damage. And yes, combining them may not always be a good idea. We receive a total of 8 such pharmaceuticals: Altraeg enhance melee damage at the cost of precision and AC. It also means you can’t retreat from combat and must fight until killed. Disinteril is an agent to cancel Tardinol. What does that one do? It delays the onset of effects! Yes, this allows you to set up contingency chemical cocktails. Or, you know, stories à la: “You’ve been poisoned…” Yes, I frickin’ love this. Nosufur is a potent pain killer that even nets you DR, but multiple doses make you sluggish and can knock you out or even die. Stablent is basically a Diazepam-like drug that steadies your hands for sniping or similarly delicate tasks. Velofleet enhances initiative and nets you a brief haste-boost, but leaves you fatigued. Vivify keeps you conscious and immune to sleep, and finally, Zorn (German for “Wrath”, fyi!) is an agent based on rabies, catapulting those afflicted by it into a murderous rage.

We get another variant rule here for pharmaceutical and potion miscibility: This includes potential allergic reactions and empowering of effects; while these not necessarily are bad, they also are not as smooth as I’d like them to be. They require some GM-interpretation and are, so far, the weakest component of the pdf, though e.g. the Tardinol variants as one pharmaceutical that interacts with another, is explicitly exempt from these rules. Still, while I like the chaos-factor here, I think that the rules could use better differentiation regarding combinations.

Conclusion:

Editing and formatting are very good on a formal level and similarly good on a rules language level – I noticed no undue accumulation of errors. Layout adheres to Starjammer’s nice two-column full-color standard and the pdf sports quite a few rather neat full color artworks. The pdf comes fully bookmarked for your convenience.

Michael Ritter delivers a really nice, really convenient toolkit here: This lists alone represent a level of comfort I wouldn’t want to miss and I’m a big fan of the new pharmaceuticals and variant cybertech rules. While not all cybertech implants are perfect, and while the miscibility rules are less detailed and precise than what I’d like them to be, the fact remains that this is a pdf that is most definitely worth checking out. My final verdict will hence clock in at 4.5 stars, rounded up for the purpose of this platform.

Endzeitgeist out.



Rating:
[5 of 5 Stars!]
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Starjammer: Medical Marvels
Publisher: d20pfsrd Publishing
by A customer [Verified Purchaser]
Date Added: 02/19/2017 11:44:09

Starjammer: Medical Marvels.

The first release in what is shaping to be a promising product line and a spiritual successor to Spelljammer that is living up to it's hype. What we have here is a 32 page pdf, -5 for Front/Back Cover, Editorial Stuff, advert for the OpenGamingStore, the Open Gaming License, as well as half a page for the introduction Leaves us with 26.5 pages of content to dig through. From the get go we're given a the first of 7 "Audio Logs", which are sidebar flavor text sidebars from the perspective of a Dr. Karer, conveying thoughts from an in character standpoint about the topic the page it appears on is covering, the first of which even comes with a portrait of the good good doctor. Afterwards we are given data on Pre-Tech prices (see Golarion's tech level at the time the Technology Guide was printed), Post-Tech prices (Starjammer's current day), and Legality codes. These lay out how to parse the information presented in the rest of the book with the why's and hows of each legality level, why currency moved to credits (a briefer version than Starjammer's entry), and even an odd little quirk on essentially 'sales tax' for using coins still.

After that we are given nine tables spanning across pages with fun art that can convey the different styles of Space Opera character art, laying out pre and post tech prices of things Paizo made in the Technology Guide with their Legality codes. I can't find any readily available formula they used, implying that each item was taken on a case by case basis instead with things such as the lighter going from 10 gp to 1 credit, but the Vortex Gun went from 182,000gp to 150,000 credits (as well as a hefty legality code). Gives players a more reasonable opportunity to access tech gear in a setting using this but still doesn't make past tech items such as the bow, or sword, completely outdated. One thing I kind of wished they addressed, and I might have missed this entirely in Starjammer core, is firearms that are not presented in the technology guide and where they are assuming the technology level is for those. Just a little thing that could help a DM gauge things and manage expectations of players walking into this universe.

With the bookkeeping of the past items handled they jump into new toys for players in the shape of Cybertech and Pharmaceuticals. Each is presented in the same way you would expect to see a technological or magical item, including the pre and post tech prices and legality codes here as well, with my personal favorite being the smuggling compartments leg slot cybernetics and Altraeg for Pharmaceuticals. The fun doesn't stop there however, we're given three new sets of option rules and one revisited, Spirit, Cyber Sickness, Pharaceutical Addiction (revisited), and Miscibility.

Spirit is the option for Cybernetics implimentation costs. Instead of being keyed off the lowest of intelligence or constitution, they instead have you base it off the average of Constitution, Intelligence, and Charisma citing mind body and soul all helping keep you grounded as you get yourself chrome'd out. This helps mitigate an issue I was little soured on when I first saw that in Paizo's book as it felt like it forced only specific people could be decked out in said tech (namley the smart tank), or have the terrible penalties apply.

Speaking of, instead of the typical -4's to all the things of the Technology you have the neat option of Cybersickness. The rules are laid out under the assumption that you do not use Spirit with a notation on the back end that replaces the appropriate saves with 'Spirit' Saves, altering the base DCs for Spirit. Stage 1: If you go over your implmentation value you immediately make a fort save that scales based on how high you go exceed your cap by. On A failure, roll on a table for bad stuff which can be not as bad as the usual -4, only penalizing a skill or two, to reduced healing, or even electricity vulnerabilibility. On a pass, you're safe for a month, but the DC increases by 1 on your next save. So far so good right? You can have plenty of fun managing roleplay opportunities of losing yourself to the machine, or even pushing your body to the limits from decking yourself out as much as possible for a specific mission. Stage 2: After Obtaining stage one, you make a well save, this time off of will, and with a higher base DC, every week. On a failure you roll on another chart, and these penalties do stack with your stage one bad stuff, these are going hurt dramatically more than the base penalty some dictating how you act. While Stage One was mostly inflicting penalties to how you interact with things physically, this is more corruption of the mind and how you handle things socially. If you make your save you are safe for a week but your DC increases by one for the next save. Stage 3 (aka Severe) : After obtaining Stage three, you again make will saves. This time it is against a flat DC that scales for each previous week you succed by. If you fail this one, you shift alignments and become under the GM's control (very much like the final stages of corruption). The way to cure these maladies? Remove your overage and wait out as your body normalizes back

With Pharmaceutical Addictions, it felt nice to to see they brought up the situation. I personally do not like how Paizo itself handled their addiction rules, but from a mechanical standpoint it makes sense how they expanded upon the rules here. If you enjoy the addiction rules Paizo presented, these will feel like a nice refinement to those things.

Lastly, we are given Miscibility. Holy cow was I excited when I saw this in my table of contents. Being able to answer "what happens if I drink/take both at once" with something more than "Effects as normal" and have an easy readily available chart to do so? It brightens my day and if nothing else I'd view it worth it buying just for this little gem. There are seperate charts for mixing Pharmaceuticals and Potions, with good and bad effects being extreme when they happen, but far from the norm (however there are slightly more 'bad' effects, making it still a risky task to do this). A curiosity I have and I would work out with your DM should you use this system for potions is when you roll a 100, which can lead to permanent effects. The chart cites the condition as a 'curse', as curses are handled a couple of different ways in Pathfinder, ranging from needing a Remove Curse to handle, to needing a 'to restore from this point you need a remove curse or a <X> CL check' you might want to clarify with your DM how they wish to handle that.

The Good: We have a neat tightly packed PDF that gives us plenty of updated and new mechanics. Interspaced between the tables and charts we are given fun pieces of art, and flavorful pieces of fluff to read. It can be used with or without Starjammer Core in any pathfinder game where this technology is available. The writing makes me feel like this was very much a labor of love project.

The bad: I'm a little saddened that nearly a quarter of the PDF is updating old products. I understand the why of it, just that could have been 8 more pages of neat things or fun ideas.

The Meh: As I mentioned above, the addiciton rules didn't flip my trigger. Looking closely at the potions rules on extreme cases you can gain some pretty bonkers effects (permanent Resist Energy comes to mind)

From a layout standpoint the book is wonderful, neat, and had a nice ratio of art to text so it's not a drab technical manual but isn't using art as filler space either. Mechanically it gives potential for so many interesting stories just on the obtaining items through the legality code, dealing with cyber sickness, or a miscibility accident gone wrong. Final Verdict. 5/5 Stars.



Rating:
[5 of 5 Stars!]
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