TEXT: 1
  
  2
  Starjammer: Medical Marvels  - d20pfsrd.com Publishing
  Compatibility 
  Compatibility with the Pathfinder Roleplaying Game requires 
  the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See 
  http://paizo.com/pathfinderRPG for more information on the 
  Pathfinder Roleplaying Game. Paizo Publishing, LLC does not 
  guarantee compatibility, and does not endorse this product. 
  Product Identity: The following items are hereby identified 
  as Product Identity, as defined in the Open Game License version 
  1.0a, Section 1(e), and are not Open Content: All trademarks, 
  registered trademarks, dialogue, plots, storylines, and artwork. 
  (Elements that have previously been designated as Open Game 
  Content are not included in this declaration.)
  Open Content: Except for material designated as Product 
  Identity (see above), the game mechanics of this d20pfsrd.com 
  Publishing product are Open Game Content, as defined in the 
  Open Gaming License version 1.0a Section 1(d). No portion of this 
  work other than the material designated as Open Game Content 
  may be reproduced in any form without written permission.
  Starjammer is published by d20pfsrd.com Publishing under 
  the Open Game License version 1.0a Copyright 2000 Wizards of 
  the Coast, Inc. © 2016 d20pfsrd.com Publishing.
  Ù      Credits
  Ù      Credits
  Get discounts at the 
  Open Gaming Store and 
  100% FREE d20pfsrd.
  com 
  Publishing 
  products 
  by 
  backing my Patreon 
  campaign! Check it 
  out at: 
  https://www.patreon.com/d20pfsrd
  Join the 
  Fans of d20pfsrd.com Facebook 
  group to chat about d20pfsrd.com, 
  Pathfinder, or gaming in general!
  mediCal marvels
  
  3
  introduCtion
  There are many different ways for a GM to handle 
  technology in a campaign: treat it as a rare form of 
  magic, introduce it slowly as time progresses, have it 
  come from another plane of existence, or even make 
  it commonplace. This product aims to expand the 
  amount of different technological items usable by 
  PCs or their foes by introducing brand new cybertech 
  and pharmaceuticals as well as brand new rules for 
  how to use them. Also introduced are updated prices 
  for technological items for campaigns in which they 
  are commonplace, and legality codes for GMs who 
  want certain equipment to be restricted by various 
  societies.
  This book is designed with the expectation that 
  you have access to the official primary guidebook for 
  technology rules in the Pathfinder Roleplaying Game 
  (abbreviated as the Guide in this book); any references 
  in this book that do not refer to a specific sourcebook 
  refer to the Guide, which is available online for free 
  on the official Pathfinder Roleplaying Game Reference 
  Document (http://paizo.com/pathfinder-RPG/prd).
  pre-teCh priCe
  When 
  certain 
  advanced 
  technologies 
  are 
  introduced to a pre-technological revolution society, 
  they are often looked at as magical items, especially 
  concerning the fields of body augmentation and 
  interstellar travel. Therefore, while such technology 
  is still being adopted, it is far more expensive than it 
  would be in a post-technological revolution society.
  post-teCh priCes
  Certain technologies are far more likely to have 
  reduced prices in a post-tech society due to the 
  almost universal availability of resources, factories, 
  and knowledge of how they are created. As such, 
  technological gear and weaponry is commonplace, 
  and it can be assumed that everyone has access to at 
  least one device which requires a battery. GMs should 
  note that while this gives humanoids and those 
  who can use this equipment a boost in their combat 
  prowess (whether they are PCs or NPCs), nonhuman 
  threats may become easier to deal with, so planning 
  may be necessary to account for the decreased 
  challenge of monsters.
  In addition, almost all such societies have moved 
  away from physical means of payment (such as 
  coins or paper money), and have moved to credit 
  Audio Log 1
  Audio Log 1
  Art by ModExo001
  dr. Karer
  
  4
  Starjammer: Medical Marvels - d20pfsrd.com Publishing
  Medical Marvels
  based systems, backed by a gold standard in order to 
  standardize payments for goods across the universe. 
  These credits are held in bracelets known as a COMET 
  or “common marker for economic transactions”. 
  Under normal circumstances, the gold to credit 
  ratio is 1:1, with other metals being worth their 
  pre-technological revolution values; so 1 copper is 
  1/100th of a credit, 1 silver is 1/10th of a credit, and 
  1 platinum is 10 credits. Coins and other precious 
  metals can often traded in at banks in any post-tech 
  society for an equivalent number of credits (though 
  buying coins with credits tends to have a tax of 10% 
  of the total value purchased).
  legality Codes
  With the progression of technology in any given 
  society, there will naturally also be changes to laws 
  in order to either restrict access to or completely ban 
  items which are deemed too dangerous or which 
  can be used to commit various crimes. There are four 
  different codes which denote exactly how difficult 
  it is for someone to get their hands on the item the 
  code is assigned to, with each code being more 
  restrictive than the last. These codes are Unrestricted 
  (UR), Permit Necessary (PN), Military and Government 
  (MG), and Highly Restricted (HR).
  Items and tech with the UR code can be purchased 
  by anyone without delays, background checks, or 
  fear of arrest. This code does not necessarily mean 
  that these items are cheap or even readily available, 
  merely that law enforcement agencies have not 
  found a reason to restrict their usage.
  On the other hand, the PN code is normally used 
  for items such as e-picks which may be used for 
  both legitimate and criminal purposes, or different 
  pharmaceuticals which can be used by both medical 
  professionals or underworld drug dealers. There are 
  two types of licenses; the first is reserved for individuals, 
  granting them permission to purchase and own these 
  items. All that is necessary to gain access to this sort 
  of license is normally a quick and free background 
  check, just to ensure that the item remains in the 
  hand of law abiding citizens. The second type of 
  license is for businesses and organizations, granting 
  them permission to sell PN items and technologies. 
  This license has a one time charge, costing 500 credits.
  Items with the MG code are normally reserved for 
  government workers or military personnel, though 
  on occasion can be sold to private mercenary groups 
  for a greater cost: 125% the listed price. These items 
  include particularly destructive weapons, some 
  armors, and even various types of cybertech. Due 
  to the limited nature of these items to the general 
  public, owning them is sometimes all that is needed 
  to mark oneself as a particularly bold criminal. Of 
  course, some people have figured out that they also 
  make for convincing disguises, not unlike if someone 
  had stolen a guard’s uniform in a medieval fantasy 
  setting.
  HR items and tech are often those that only have 
  criminal uses, or are so potentially harmful that they 
  would require months of governmental paperwork 
  before their usage is approved (and even then, only by 
  a highly specialized and trained team of individuals).
  Of course, any item or piece of tech can be acquired 
  through the black market or an under-the-table deal 
  with a merchant if one has the proper connections. 
  When purchased in this manner, these items and 
  tech cost 150% their listed prices. If someone is 
  discovered with an unlicensed item with the PN 
  code, usually the only punishment given is a fine 
  (typically equal to 150% the cost of the item) and 
  seizure of the item. Repeat offenders or someone 
  found with either MG or HR items have much more 
  severe punishments: prison time for those who 
  go with the authorities willingly and government-
  sanctioned execution-squads for those who don’t. 
  Listed in tables 1 through 9, are pieces of equipment 
  which can be found in the Guide. It is included for 
  completeness sake and so that information regarding 
  Post-Tech Prices and Legality Codes can be updated.
  
  5
  table 01: aCCess and loCKs
  Pre-Tech Price
  Post-Tech Price
  Legality Code
  Access card (brown)
  3 gp
  1 credits
  UR
  Access card (black)
  10 gp
  5 credits
  UR
  Access card (white)
  40 gp
  20 credits
  UR
  Access card (gray)
  90 gp
  45 credits
  UR
  Access card (green)
  160 gp
  80 credits
  UR
  Access card (red)
  250 gp
  125 credits
  UR
  Access card (blue)
  360 gp
  180 credits
  UR
  Access card (orange)
  490 gp
  245 credits
  UR
  Access card (prismatic)
  1,000 gp
  500 credits
  UR
  E-pick (brown)
  30 gp
  10 credits
  UR
  E-pick (black)
  100 gp
  40 credits
  PN
  E-pick (white)
  400 gp
  175 credits
  PN
  E-pick (gray)
  900 gp
  675 credits
  PN
  E-pick (green)
  1,600 gp
  1,200 credits
  PN
  E-pick (red)
  2,500 gp
  1,875 credits
  PN
  E-pick (blue)
  3,600 gp
  3,600 credits
  PN
  E-pick (orange)
  4,900 gp
  4,900 credits
  PN
  E-pick (prismatic)
  10,000 gp
  10,000 credits
  PN
  Lock coder (brown)
  600 gp
  300 credits
  UR
  Lock coder (black)
  2,000 gp
  1,000 credits
  UR
  Lock coder (white)
  8,000 gp
  4,000 credits
  UR
  Lock coder (gray)
  18,000 gp
  9,000 credits
  UR
  Lock coder (green)
  32,000 gp
  16,000 credits
  UR
  Lock coder (red)
  50,000 gp
  25,000 credits
  UR
  Lock coder (blue)
  72,000 gp
  36,000 credits
  UR
  Lock coder (orange)
  98,000 gp
  49,000 credits
  UR
  Lock coder (prismatic)
  200,000 gp
  100,000 credits
  UR
  Audio Log 2
  Audio Log 2
  
  6
  Starjammer: Medical Marvels - d20pfsrd.com Publishing
  Medical Marvels
  table 02: armor
  Pre-Tech Price
  Post-Tech Price
  Legality Code
  Chameleon suit
  15,000 gp
  12,000 credits
  MG
  Deep diving suit
  26,000 gp
  25,000 credits
  UR
  Gravity suit
  40,000 gp
  36,000 credits
  MG
  Hard light shield
  6,400 gp
  4,800 credits
  UR
  Heavy weapon harness
  9,000 gp
  6,750 credits
  PN
  HEV suit
  61,000 gp
  40,000 credits
  UR
  Inssuit
  19,250 gp
  14,500 credits
  PN
  Nanite ablative armor
  10,000 gp
  6,500 credits
  UR
  Panic suit
  2,000 gp
  750 credits
  UR
  Scatterlight suit (brown) 
  100 gp
  100 credits
  PN
  Scatterlight suit (black)
  150 gp
  150 credits
  PN
  Scatterlight suit (white)
  200 gp
  200 credits
  PN
  Scatterlight suit (gray)
  700 gp
  700 credits
  PN
  Scatterlight suit (green)
  1,000 gp
  1,000 credits
  PN
  Scatterlight suit (red)
  1,400 gp
  1,400 credits
  PN
  Scatterlight suit (blue)
  3,600 gp
  3,600 credits
  PN
  Scatterlight suit (orange)
  6,000 gp
  6,000 credits
  PN
  Scatterlight suit (prismatic)
  12,000 gp
  12,000 credits
  PN
  Smart armor
  16,500 gp
  11,500 credits
  PN
  Spacesuit
  90,000 gp
  65,000 credits
  UR
  table 03: batteries and power
  Pre-Tech Price
  Post-Tech Price
  Legality Code
  Battery
  100 gp
  10 credits
  UR
  Power cable
  500 gp
  50 credits
  UR
  Power receiver
  5,000 gp
  2,500 credits
  UR
  
  7
  table 04: CyberteCh
  Pre-Tech Price
  Post-Tech Price
  Legality Code
  Biofilter
  16,000 gp
  8,000 credits
  UR
  Cranial bomb
  4,500 gp
  2,250 credits
  HR
  Cyberart
  100 gp
  10 credits
  UR
  Cyberfiber muscles (mark I)
  8,000 gp
  4,000 credits
  UR
  Cyberfiber muscles (mark II)
  32,000 gp
  16,000 credits
  UR
  Cyberfiber muscles (mark III)
  72,000 gp
  36,000 credits
  UR
  Cybernetic arm
  4,750 gp
  2,500 credits
  UR
  Cybernetic ears
  4,000 gp
  2,000 credits
  UR
  Cybernetic eyes
  4,000 gp
  2,000 credits
  UR
  Cybernetic legs
  8,500 gp
  5,000 credits
  UR
  Dermal plating (mark I)
  4,000 gp
  2,000 credits
  MG
  Dermal plating (mark II)
  16,000 gp
  8,000 credits
  MG
  Dermal plating (mark III)
  36,000 gp
  18,000 credits
  MG
  Dermal plating (mark IV)
  64,000 gp
  32,000 credits
  MG
  Dermal plating (mark V)
  100,000 gp
  50,000 credits
  MG
  Frenzychip
  36,400 gp
  18,200 credits
  PN
  Implanted weaponry
  10,000 gp
  5,000 credits
  PN
  Skillslot
  2,000 gp
  1,500 credits
  UR
  Thoracic nanite chamber (mark I)
  8,000 gp
  4,000 credits
  UR
  Thoracic nanite chamber (mark II)
  32,000 gp
  16,000 credits
  UR
  Thoracic nanite chamber (mark III)
  72,000 gp
  36,000 credits
  UR
  Wirejack tendons (mark I)
  8,000 gp
  4,000 credits
  UR
  Wirejack tendons (mark II)
  32,000 gp
  16,000 credits
  UR
  Wirejack tendons (mark III)
  72,000 gp
  36,000 credits
  UR
  
  8
  Starjammer: Medical Marvels - d20pfsrd.com Publishing
  Medical Marvels
  table 05: grenades and explosives
  Pre-Tech Price
  Post-Tech Price
  Legality Code
  Arc grenade
  750 gp
  200 credits
  MG
  Atom grenade
  6,000 gp
  4,500 credits
  HR
  Bang grenade
  250 gp
  200 credits
  PN
  Bio grenade
  3,300 gp
  2,700 credits
  HR
  Concussion grenade
  750 gp
  200 credits
  MG
  Cylex
  3,600 gp
  2,700 credits
  MG
  Detonator
  500 gp
  350 credits
  MG
  EMP grenade
  750 gp
  200 credits
  PN
  Flash grenade
  750 gp
  200 credits
  PN
  Flechette grenade
  750 gp
  200 credits
  MG
  Fragmentation grenade
  750 gp
  200 credits
  MG
  Gravity grenade
  2,250 gp
  1,300 credits
  MG
  Inferno grenade
  750 gp
  200 credits
  MG
  Plasma grenade
  1,600 gp
  1,200 credits
  MG
  Soft grenade
  750 gp
  200 credits
  PN
  Sonic grenade
  1,000 gp
  750 credits
  MG
  Zero grenade
  750 gp
  200 credits
  MG
  Art by Tom Prante
  easy to find but expensive. a Cyber upgrade Center
  
  9
  table 06: implants, mediCal deviCes, and nanoteCh
  Pre-Tech Price
  Post-Tech Price
  Legality Code
  Chemalyzer
  2,500 gp
  750 credits
  UR
  Clonepad
  60,000 gp
  55,000 credits
  HR
  Cortex gun (mark I)
  30,250 gp
  23,000 credits
  UR
  Cortex gun (mark II)
  60,500 gp
  46,000 credits
  UR
  Cortex gun (mark III)
  90,750 gp
  69,000 credits
  UR
  Cortex gun (mark IV)
  120,000 gp
  92,000 credits
  UR
  Cortex gun (mark V)
  151,250 gp
  116,000 credits
  UR
  Filter mask
  4,500 gp
  3,400 credits
  UR
  Goo tube
  6 gp
  1 credit
  UR
  Medlance
  500 gp
  50 credits
  PN
  Nanite canister
  500 gp
  50 credits
  UR
  Nanite hypogun (brown)
  1,000 gp
  800 credits
  UR
  Nanite hypogun (black)
  6,000 gp
  4,800 credits
  UR
  Nanite hypogun (white)
  15,000 gp
  12,800 credits
  UR
  Nanite hypogun (gray)
  28,000 gp
  22,400 credits
  UR
  Nanite hypogun (green)
  45,000 gp
  36,000 credits
  UR
  Nanite hypogun (red)
  66,000 gp
  52,800 credits
  UR
  Nanite hypogun (blue)
  91,000 gp
  72,800 credits
  UR
  Nanite hypogun (orange)
  125,000 gp
  100,000 credits
  UR
  Nanite hypogun (prismatic)
  178,000 gp
  142,400 credits
  UR
  Neurocam
  36,000 gp
  32,400 credits
  MG
  Skillchip (mark I)
  400 gp
  325 credits
  UR
  Skillchip (mark II)
  1,600 gp
  1,300 credits
  UR
  Skillchip (mark III)
  3,600 gp
  2,900 credits
  UR
  Skillchip (mark IV)
  6,400 gp
  5,200 credits
  UR
  Skillchip (mark V)
  10,000 gp
  8,000 credits
  UR
  Trauma pack
  1,500 gp
  200 credits
  UR
  Trauma pack plus
  11,250 gp
  5,700 credits
  UR
  Veemod (brown)
  200 gp
  150 credits
  UR
  Veemod (black)
  400 gp
  300 credits
  UR
  Veemod (white)
  2,500 gp
  1,875 credits
  UR
  Veemod (gray)
  6,000 gp
  4,500 credits
  UR
  Veemod (green)
  10,000 gp
  7,500 credits
  UR
  Veemod (red)
  12,000 gp
  9,000 credits
  UR
  Veemod (blue)
  20,000 gp
  15,000 credits
  UR
  Veemod (orange)
  30,000 gp
  22,500 credits
  UR
  Veemod (prismatic)
  50,000 gp
  37,500 credits
  MG
  Veemod goggles
  1,000 gp
  750 credits
  UR
  
  10
  Starjammer: Medical Marvels - d20pfsrd.com Publishing
  Medical Marvels
  table 07: other tools and aCCessories
  Pre-Tech Price
  Post-Tech Price
  Legality Code
  Camera
  3,000 gp
  150 credits
  UR
  Chipfinder (brown)
  500 gp
  400 credits
  UR
  Chipfinder (black)
  3,000 gp
  2,300 credits
  UR
  Chipfinder (white)
  7,500 gp
  5,600 credits
  UR
  Chipfinder (gray)
  14,000 gp
  10,500 credits
  UR
  Chipfinder (green)
  22,500 gp
  16,900 credits
  UR
  Chipfinder (red)
  33,000 gp
  24,800 credits
  UR
  Chipfinder (blue)
  45,500 gp
  34,100 credits
  UR
  Chipfinder (orange)
  60,000 gp
  45,000 credits
  UR
  Chipfinder (prismatic)
  76,500 gp
  57,400 credits
  UR
  Commset
  6,000 gp
  600 credits
  UR
  Emergency beacon
  900 gp
  100 credits
  UR
  Emergency raft
  3,600 gp
  400 credits
  UR
  Emergency shelter
  18,000 gp
  10,000 credits
  UR
  Fire extinguisher
  6,000 gp
  200 credits
  UR
  Flashlight
  30 gp
  5 credits
  UR
  Force field (brown)
  4,000 gp
  3,400 credits
  PN
  Force field (black)
  20,000 gp
  17,000 credits
  PN
  Force field (white)
  40,000 gp
  34,000 credits
  PN
  Force field (gray)
  60,000 gp
  51,000 credits
  PN
  Force field (green)
  80,000 gp
  68,000 credits
  PN
  Force field (red)
  100,000 gp
  85,000 credits
  PN
  Force field (blue)
  120,000 gp
  102,000 credits
  MG
  Force field (orange)
  140,000 gp
  119,000 credits
  MG
  Force field (prismatic)
  220,000 gp
  187,000 credits
  MG
  Gravity clip
  2,000 gp
  1,800 credits
  PN
  Grippers
  100 gp
  10 credits
  UR
  Hologram generator (brown)
  500 gp
  250 credits
  UR
  Hologram generator (black)
  1,000 gp
  500 credits
  UR
  Hologram generator (white)
  2,000 gp
  1,000 credits
  UR
  Hologram generator (gray)
  4,000 gp
  2,000 credits
  UR
  Hologram generator (green)
  30,000 gp
  15,000 credits
  UR
  Hologram generator (red)
  40,000 gp
  20,000 credits
  UR
  Hologram generator (blue)
  50,000 gp
  37,500 credits
  UR
  Hologram generator (orange)
  60,000 gp
  45,000 credits
  UR
  Hologram generator (prismatic)
  90,000 gp
  76,500 credits
  UR
  
  11
  Inertial dampening belt
  10,000 gp
  7,500 credits
  UR
  Ion tape
  100 gp
  10 credits
  UR
  Jetpack
  18,000 gp
  8,000 credits
  UR
  Laser sight
  8,000 gp
  1,000 credits
  PN
  Lighter
  10 gp
  1 credit
  UR
  Magboots
  5,000 gp
  750 credits
  UR
  Motion tracker
  10,000 gp
  2,000 credits
  UR
  Quantum box
  40,000 gp
  35,000 credits
  UR
  Radiation detector
  2,000 gp
  1,000 credits
  UR
  Robojack
  30,000 gp
  22,500 credits
  PN
  Signal booster
  9,000 gp
  6,750 credits
  UR
  Signal jammer
  10,000 gp
  8,000 credits
  MG
  Tracker chip
  500 gp
  50 credits
  MG
  Zipstick
  20 gp
  2 credits
  UR
  
  12
  Starjammer: Medical Marvels - d20pfsrd.com Publishing
  Medical Marvels
  table 08: pharmaCeutiCals
  Pre-Tech Price
  Post-Tech Price
  Legality Code
  Baseline
  2,250 gp
  500 credits
  PN
  Cardioamp
  4,550 gp
  900 credits
  PN
  Cureall
  1,400 gp
  350 credits
  PN
  Hemochem (Grade 1)
  250 gp
  200 credits
  PN
  Hemochem (Grade II)
  500 gp
  400 credits
  PN
  Hemochem (Grade III)
  750 gp
  600 credits
  PN
  Hemochem (Grade IV)
  1,000 gp
  800 credits
  PN
  Hemochem (Grade V)
  1,250 gp
  1,000 credits
  PN
  Hype
  250 gp
  100 credits
  PN
  Torpinal
  300 gp
  200 credits
  MG
  Vive
  200 gp
  150 credits
  PN
  Zortaphen
  2,250 gp
  1,750 credits
  MG
  
  13
  table 09: weapons
  Pre-Tech Price
  Post-Tech Price
  Legality Code
  Arc pistol
  10,000 gp
  3,000 credits
  PN
  Arc rifle
  20,000 gp
  8,000 credits
  PN
  Atom gun
  144,000 gp
  125,000 credits
  HR
  Autograpnel
  4,000 gp
  800 credits
  UR
  Chainsaw
  2,700 gp
  500 credits
  UR
  Dart gun
  3,000 gp
  500 credits
  PN
  Death ray
  140,000 gp
  120,000 credits
  HR
  EMP pistol
  12,000 gp
  4,000 credits
  PN
  EMP rifle
  24,000 gp
  9,600 credits
  PN
  Flare gun
  300 gp
  30 credits
  UR
  Gravity pistol
  95,000 gp
  32.000 credits
  UR
  Gravity rifle
  165,000 gp
  50,000 credits
  UR
  Grenade launcher
  8,000 gp
  2,400 credits
  MG
  Id rifle
  50,000 gp
  30,000 credits
  MG
  Laser pistol
  10,000 gp
  3,000 credits
  PN
  Laser rifle
  20,000 gp
  8,000 credits
  PN
  Laser torch
  6,000 gp
  1,800 credits
  UR
  Mindrender
  56,000 gp
  33,600 credits
  MG
  Monowhip
  70,000 gp
  21,000 credits
  PN
  Nuclear resonator
  90,000 gp
  60,000 credits
  HR
  Null blade
  58,835 gp
  23,500 credits
  PN
  Plasmathrower
  30,000 gp
  12,000 credits
  PN
  Rail gun
  30,000 gp
  18,000 credits
  MG
  Rocket launcher
  10,800 gp
  5,000 credits
  MG
  Sonic pistol
  13,000 gp
  4,000 credits
  PN
  Sonic rifle
  26,000 gp
  10,400 credits
  PN
  Stun baton
  5,000 gp
  1,000 credits
  UR
  Stun gun
  3,000 gp
  600 credits
  UR
  Vortex gun
  182,000 gp
  150,000 credits
  MG
  X-laser
  40,000 gp
  12,000 credits
  PN
  Zero pistol
  10,000 gp
  3,000 credits
  PN
  Zero rifle
  20,000 gp
  8,000 credits
  PN
  
  14
  Starjammer: Medical Marvels - d20pfsrd.com Publishing
  Medical Marvels
  new CyberteCh
  Amphibious RebReAtheR
  Pre-Tech Price 10,000 gp; Post-Tech Price 
  7,000 credits; Slot neck; Weight 1 lb.; Install 
  DC 26; Implantation 2; Legality Code UR
  This apparatus is installed directly into the 
  neck, functioning as a set of gills. When 
  submersed in water, it draws the oxygen out 
  of the surrounding liquid, allowing the user 
  to breathe without complications. This is not 
  a filtration system, so when breathing in this 
  manner, the user is vulnerable to any toxins 
  or diseases which may be within the water.
  CoNstRuCtioN
  Craft DC 26; Cost 5,000 gp/3,500 credits
  Craft Cybertech, cybernetics lab
  Auto-iNjeCtoR
  Pre-Tech Price 10,000 gp; Post-Tech Price 
  7,500 credits; Slot neck; Weight 1 lb.; Install 
  DC 28; Implantation 1; Legality Code UR
  A small, vitality monitoring device connected 
  to a medlance is implanted onto the neck. 
  This medlance can be filled with any 
  pharmaceutical or potion as a full-round 
  action. The device itself can be calibrated to 
  one of four settings as a full-round action: 
  to inject its contents when the user is hurt 
  (50% health), critically injured (25% health), 
  unconscious, or deceased. Alternatively, 
  the contents can be injected manually as a 
  standard action. Once injected, the potion or 
  pharmaceutical works as intended.
  Up to two auto-injectors can be installed into 
  a single creature. Each can be filled with 
  a different substance and calibrated to a 
  different setting.
  CoNstRuCtioN
  Craft DC 28; Cost 5,000 gp/3,750 credits
  Craft Cybertech, cybernetics lab
  hiddeN tooth CompARtmeNt
  Pre-Tech Price 500 gp; Post-Tech Price 200 
  credits; Slot slotless; Weight —; Install DC 
  20; Implantation 0; Legality Code UR
  A favorite of spies everywhere, hidden tooth 
  compartments 
  are 
  opened 
  or 
  closed 
  simply by biting down on them in a special 
  way. Though they look like normal teeth, 
  requiring a DC 25 Perception check to spot 
  if the mouth is searched, they can contain 
  tiny objects within them. They are most 
  commonly filled with either tracking chips or 
  poisons, the latter of which can be released 
  if the fake tooth is deliberately bitten down 
  upon as a free action.
  CoNstRuCtioN
  Craft DC 20; Cost 250 gp/100 credits
  Craft Cybertech, cybernetics lab
  iNteRNAl CommuNiCAtioN deviCe
  Pre-Tech Price 7,000 gp; Post-Tech Price 3,000 
  credits; Slot head; Weight 2 lbs.; Install DC 28; 
  Implantation 2; Legality Code UR
  The internal communication device (ICD) is 
  implanted into the skull, allowing its user 
  to tune into different frequencies in order 
  to have audio conversations with commset 
  or ICD tuned into the same frequency. An 
  Audio Log 3
  Audio Log 3
  
  15
  ICD has a range of 1 mile, though this can 
  be extended with a signal booster. Unlike an 
  actual commset, the ICD does not need to be 
  charged, running off energy it gathers from its 
  user’s body.
  Although the standard ICD can neither send 
  nor receive video, any ICD user who also 
  has cybernetic eyes enhanced with a visual 
  recording module can pay to have their 
  cybertech 
  interconnected. 
  Cybertech 
  interconnected in this way can be used to 
  broadcast whatever the user is seeing from 
  their cybernetic eyes to commsets on the 
  same frequency. This installation costs 1,500 
  gp/1,000 credits.
  CoNstRuCtioN
  Craft DC 28; Cost 3,500 gp/1,500 credits
  Craft Cybertech, cybernetics lab
  mAgeseNse module
  Pre-Tech Price 2,000 gp; Post-Tech Price 1,250 
  credits; Slot eyes; Weight .5 lbs.; Install DC 
  28; Implantation 1; Legality Code UR
  This experimental piece of cybertech allows its 
  user to see subtle distortions in the world 
  caused by magical auras. The user can 
  activate this cybertech as a standard action, 
  giving them an effect similar to detect magic. 
  Though there is no limit to the amount of 
  time the user can utilize this effect, and 
  it can’t be disrupted like a cast version of 
  detect magic (such as by taking damage, or 
  turbulent movement), they must maintain it 
  each round as a standard action. The user of 
  this cybertech gets a +2 circumstance bonus 
  when attempting to determine the qualities 
  of a magic item or a spell that is being cast.
  A magesense module can and must be 
  installed into a creature that already has a 
  set of cybernetic eyes. A creature with this 
  cybertech cannot install any other cybertech 
  which enhances their cybernetic eyes.
  CoNstRuCtioN
  Craft DC 28; Cost 1,000 gp/625 credits
  Craft Cybertech, cybernetics lab
  table 10: new CyberteCh
  Pre-Tech Price
  Post-Tech 
  Price
  Implantation 
  Value
  Legality 
  Code
  Amphibious Rebreather
  10,000 gp
  7,000 credits
  2
  UR
  Auto-Injector
  10,000 go
  7,500 credits
  1
  UR
  Hidden Tooth Compartment
  500 gp
  200 credits
  0
  UR
  Internal Communication Device
  7,000 gp
  3,000 credits
  2
  UR
  Magesense Module
  2,000 gp
  1,250 credits
  1
  UR
  Magnetic Hands
  6,500 gp
  4,000 credits
  1
  UR
  Night Vision Module
  12,000 gp
  8,000 credits
  1
  UR
  Pressurized Jet Streams
  11,000 gp
  7,500 credits
  2
  UR
  Smuggling Compartments
  10,000 gp
  6,500 credits
  1
  PN
  Thermographic Sensors
  12,000 gp
  8,000 credits
  1
  UR
  Unlockable Joints
  22,000 gp
  18,000 credits
  4
  UR
  Visual Recording Module
  4,000 gp
  3,000 credits
  1
  UR
  Voice Alteration Processor
  20,000 gp
  17,000 credits
  2
  PN
  
  16
  Starjammer: Medical Marvels - d20pfsrd.com Publishing
  Medical Marvels
    mAgNetiC hANds
  Pre-Tech Price 6,500 gp; Post-Tech Price 4,000 
  credits; Slot hands; Weight 2 lb.; Install DC 24; 
  Implantation 1; Legality Code UR
  This cybertech is popular with those who 
  regularly make space expeditions, as well 
  as construction workers who must scale 
  skyscrapers. As a standard action, the user 
  can activate an effect similar to spider climb, 
  expect it only works on metals and other 
  magnetic surfaces.
  If the user already owns cybernetic arms, then 
  this implantation only costs 5,000 gp/ 3,500 
  credits.
  CoNstRuCtioN
  Craft DC 24; Cost 3,250 gp/2,000 credits
  Craft Cybertech, cybernetics lab
  Night visioN module
  Pre-Tech Price 12,000 gp; Post-Tech Price 
  8,000 credits; Slot eyes; Weight .5 lbs.; Install 
  DC 28; Implantation 1; Legality Code UR 
  This enhancement to the standard set of 
  cybernetic eyes automatically adjusts its 
  users optical processors so that they can 
  see clearly in dark environments. The user 
  gains 60-foot darkvision. If they already have 
  darkvision, this range is extended by 30 feet.
  A night vision module can and must be 
  installed into a creature that already has a 
  set of cybernetic eyes. A creature with this 
  cybertech cannot install any other cybertech 
  which enhances their cybernetic eyes.
  CoNstRuCtioN
  Craft DC 28; Cost 6,000 gp/4,000 credits
  Craft Cybertech, cybernetics lab
  pRessuRized jet stReAms
  Pre-Tech Price 11,000 gp; Post-Tech Price 
  7,500 credits; Slot legs; Weight 8 lbs.; Install 
  DC 32; Implantation 2; Legality Code UR
  A set of cybernetic legs are adapted so that 
  they are able to draw in water near the 
  upper thighs, which is then rapidly shot 
  through the legs and out of the soles of the 
  feet. These jet streams give their user a swim 
  speed of 30 feet, the standard +8 bonus 
  on Swim checks, and the ability to take 10 
  on such checks even when distracted or 
  endangered. They also gain the ability to use 
  the run action underwater, so long as they 
  are moving in a straight line.
  Pressurized jet streams can and must be 
  installed into a creature that already has a 
  set of cybernetic legs. A creature with this 
  cybertech cannot install any other cybertech 
  which enhances their cybernetic legs.
  CoNstRuCtioN
  Craft DC 32; Cost 5,500 gp/3,750 credits
  Craft Cybertech, cybernetics lab
  
  17
  smuggliNg CompARtmeNts
  Pre-Tech Price 10,000 gp; Post-Tech Price 
  6,500 credits; Slot legs; Weight 2 lbs.; Install 
  DC 24; Implantation 1; Legality Code PN
  This implant is often used by those looking to 
  transport narcotics and other contraband. 
  The user’s cybernetic legs are altered so that 
  although they still function as intended, each 
  thigh also has a hidden a compartment (2 in. 
  x 6 in. x 8 in.), designed to elude detection 
  from both mundane and magical means. 
  Each compartment is lined with lead and is 
  cleverly hidden to that a DC 25 Perception 
  check is necessary to notice that it is not a 
  standard cybernetic leg.
  Smuggling compartments can and must be 
  installed into a creature that has at least 
  one cybernetic leg. If installed into only one 
  leg, this cybertech is half price. A creature 
  with this cybertech cannot install any other 
  cybertech which enhances their cybernetic 
  legs.
  CoNstRuCtioN
  Craft DC 24; Cost 5,000 gp/3,250 credits
  Craft Cybertech, cybernetics lab
  theRmogRAphiC seNsoRs
  Pre-Tech Price 12,000 gp; Post-Tech Price 
  8,000 credits; Slot eyes; Weight .5 lbs.; Install 
  DC 30; Implantation 1; Legality Code UR 
  Thermal imaging processors are installed 
  into existing cybernetic eyes, allowing their 
  user to see existing heat signatures. This 
  allows for most living creatures to be seen 
  (including those that are invisible) as well 
  as fires, on or recently used technological 
  appliances, footprints, handprints, and 
  fingerprints which have been made within 
  at least 1 minute, hot liquids and gases, and 
  activated robots. 
  Though this cybertech does not allow its user 
  to detect heat sources through most barriers 
  like walls, or doors, transparent barriers 
  such as glass or force fields have no effect 
  on thermographic sensors.The distortion 
  in colors, depth, and field of view, cause a 
  -1 penalty on all attack rolls made against 
  adjacent creatures and a -2 penalty against 
  creatures who are further away whenever 
  this cybertech is active. Switching between 
  thermal and normal vision is a standard 
  action.
  Thermographic sensors can and must be 
  installed into a creature that already has a 
  set of cybernetic eyes. A creature with this 
  cybertech cannot install any other cybertech 
  which enhances their cybernetic eyes.
  CoNstRuCtioN
  Craft DC 30; Cost 6,000 gp/4,000 credits
  Craft Cybertech, cybernetics lab
  uNloCkAble joiNts
  Pre-Tech Price 22,000 gp; Post-Tech Price 
  18,000 credits; Slot body; Weight —; Install 
  DC 32; Implantation 4; Legality Code UR
  Those who have this cybertech installed 
  undergo surgery to both their skin and 
  bones, allowing them to fully rotate their 
  Audio Log 4
  Audio Log 4
  
  18
  Starjammer: Medical Marvels - d20pfsrd.com Publishing
  Medical Marvels
  joints in a full range of motion, or lock them 
  back into their normal positions. Switching 
  the positions of their joints (whether from 
  locked to unlocked or vice versa) takes a full-
  round action. When their joints are unlocked, 
  the user’s base land speed is cut in half 
  (rounded down to the next increment of 5 
  feet), but they gain incredible flexibility and 
  resistance to attacks which would normally 
  crush their bones. They gain a +10 bonus 
  on all Escape Artist checks, a +5 bonus on 
  Acrobatics checks to reduce damage from 
  falls, a +5 bonus to their CMD, and DR 5/
  bludgeoning.
  CoNstRuCtioN
  Craft DC 32; Cost 11,000 gp/9,000 credits
  Craft Cybertech, cybernetics lab
  visuAl ReCoRdiNg module
  Pre-Tech Price 4,000 gp; Post-Tech Price 3,000 
  credits; Slot eyes; Weight .5 lbs.; Install 
  DC 30; Implantation 1; Legality Code UR 
  This highly complicated application of 
  cybertech allows for a camera and screen 
  to be installed into a set of cybernetic eyes. 
  Once installed, the user can take individual 
  pictures by winking once, or take videos by 
  winking twice in rapid succession. Unlike an 
  actual camera, the recording module does 
  not need to be charged, running off energy 
  it gathers from its user’s body. This module 
  can hold up to 20 hours of video footage and 
  200 photographs.
  In order to view the footage, both eyes must be 
  removed, each taking a full-round action and 
  leaving the user blind. One eye acts as the 
  camera itself while the other can be opened 
  up into a screen which can be used to view all 
  the stored photographs and video, or delete 
  them to make more room. If one of these 
  eyes is lost or destroyed, the other can still 
  be used to see, but loses its functionality as 
  a recording device and screen. Replacing the 
  eye requires the cost of a single cybernetic 
  eye and half the cost of the visual recording 
  module.
  A visual recording module can and must be 
  installed into a creature that already has a 
  set of cybernetic eyes. A creature with this 
  cybertech cannot install any other cybertech 
  which enhances their cybernetic eyes.
  CoNstRuCtioN
  Craft DC 30; Cost 2,000 gp/1,500 credits
  Craft Cybertech, cybernetics lab
  voiCe AlteRAtioN pRoCessoR
  Pre-Tech Price 22,000 gp; Post-Tech Price 
  18,000 credits; Slot neck; Weight 1 lbs.; 
  Install DC 30; Implantation 2; Legality 
  Code PN
  Completely replacing the voice box, the voice 
  alteration processor allows for its user to 
  completely change its voice. The user can 
  choose to sound like a different gender, race, 
  and even change its accent and pitch.
  If the user has heard a specific voice before, it 
  can mimic the voice exactly, granting a +10 
  circumstance bonus to Disguise checks. 
  
  19
  Care must be taken to use the same sort of 
  vocabulary as the intended person being 
  disguised as. Furthermore if the user is 
  trained in Perform (sing), they gain a +5 
  circumstance bonus to all such checks, as 
  they are able to sing with perfect pitch.
  CoNstRuCtioN
  Craft DC 30; Cost 10,000 gp/8,500 credits
  Craft Cybertech, cybernetics lab
  optional rule: 
  spirit
  Normally, a creature can only have a total 
  implantation value equal to either their Intelligence 
  score (representing how much cybertech their 
  mind can control) or their Constitution score 
  (representing how much their body can control), 
  whichever is lower. GMs who feel that this is too 
  restricting and want their players to be able to use 
  more cybertech can instead use a new ability score: 
  Spirit.
  A creature’s Spirit score is equal to the average 
  of their Charisma, Constitution, and Intelligence 
  scores, rounded down. Spirit represents a 
  creature’s ability to withstand increasing 
  amounts of cybertech in their bodies, 
  as their body, mind, and soul 
  work in unison to keep the 
  creature firmly in control of 
  the 
  technology. 
  This 
  Spirit 
  score is used as the numerical limit 
  of 
  the 
  total implantation values of all of the creature’s 
  cybertech. Any cybertech whose implantation 
  value would cause the total implantation value to 
  exceed the creature’s Spirit score does not function 
  but still takes up a body slot. In addition, as long as 
  a creature has cybernetic implants installed whose 
  combined implantation exceeds their Spirit score, 
  they take a -4 penalty on all saving throws.
  Every time a creature has a piece of cybertech 
  successfully implanted into their body, they can 
  attempt a Spirit saving throw with a DC equal to 10 + 
  the cybertech’s implantation value. On a successful 
  save, only half of the cybertech’s implantation value 
  is added to the creature’s total implantation value. 
  On a failed save, the full value is added. Although 
  Spirit is not a standard ability score, its bonus is 
  calculated the same as with other scores (so a Spirit 
  of 10-11 has a bonus of +0, a score of 12-13 has a 
  score of +1, etc.), but this bonus does not increase 
  naturally as a creature levels up or gains more HD.
  A creature must have at least two of the three 
  ability scores (Charisma, Constitution, Intelligence) 
  in order to have a spirit score. The two scores are 
  averaged together rather than all three scores. A 
  creature with only one of these ability scores does 
  not possess a Spirit scores.
  
  20
  Starjammer: Medical Marvels - d20pfsrd.com Publishing
  Medical Marvels
  optional rule: 
  Cyber siCKness
  The typical humanoid can only handle but so 
  much cybertech before it begins to affect their 
  health, causing a wide variety of different, maleficial 
  side effects ranging from physical illness to altered 
  mental states. Though everyone experiences this 
  “cyber sickness” differently, if untreated for long 
  enough, it can lead to violent and sudden mood 
  swings, psychosis, and in some instances, attempts 
  to replace the entirety of one’s body with cybertech. 
  These extreme cases rarely end in a peaceful manner, 
  as most societies think of someone rampaging 
  through the streets because of cyber sickness as a 
  machine that needs to be deactivated, rather than 
  a person suffering from a mental breakdown. There 
  are no creatures who are known to be immune to 
  cyber sickness.
  When used, this rule variant replaces the negative 
  effects of a character implanting an amount of 
  cybertech that has a total implantation value 
  greater than either their Intelligence score or their 
  Constitution score (whichever happens to be lower). 
  Instead of the cybertech not working, it functions 
  perfectly, with no penalty to the character’s saving 
  throws. However, once installed, the character must 
  attempt a Fortitude save with a DC equal to 15 + 
  the number of implantation points the character’s 
  installed cybertech exceeds their Intelligence or 
  Constitution score (whichever is lower). On a failure, 
  the character must roll on Table: Stage One Cyber 
  Sickness Effects to determine what happens. On a 
  success, nothing happens, but the character must 
  make a new saving throw once every 30 days, with 
  +1 added to the DC for every 30 days which pass.
  Should a character be afflicted with stage one 
  cyber sickness, they no longer must attempt 
  additional Fortitude saves. Instead, the character 
  must attempt a Will save once every 7 days. The 
  DC for this Will save is equal to 20 + the number 
  of implantation points the character’s installed 
  cybertech exceeds their Intelligence or Constitution 
  score (whichever is lower). On a failure, the character 
  must roll on Table: Stage Two Cyber Sickness Effects, 
  while on a success, the Will save must be attempted 
  once per week with an additional +1 to the DC every 
  time the save is attempted.
  Once a character has been afflicted with stage 
  two cyber sickness, they must attempt a DC 25 Will 
  save every week. On a success, they must attempt 
  the save the following week with a +1 to the DC, 
  but in a failure, the character’s alignment shifts to 
  chaotic evil and becomes an NPC under the GM’s 
  control. The affected character does not attempt 
  to seek treatment in any form, and is willing to do 
  anything to add more and more cybertech onto 
  their bodies, not caring whether they harm others 
  or even themselves in the process.
  Cyber sickness can be treated in any stage by 
  removing enough cybertech from a character’s 
  body to lower their implantation value so it is below 
  both their Intelligence and Constitution scores. 
  It takes 30 days for someone with severe cyber 
  sickness to be reduced to stage two cyber sickness, 
  14 days for someone with stage two cyber sickness 
  to be reduced to stage one cyber sickness, and 7 
  days for someone with stage one cyber sickness to 
  be cured.
  Audio Log 5
  Audio Log 5
  
  21
  Fractured psyche due to Cybersickness               
  Art by Futurefavorite
  table 11: stage one Cyber 
  siCKness effeCts
  Roll 
  (1d12)
  Effect
  1
  Your speech becomes choppy and mechanical, unnerving 
  those around you. You take a -4 penalty to all Diplomacy checks.
  2
  Your brain processes light differently, making you susceptible 
  to a minor form of seizures. Any condition which would cause 
  you to become dazzled, causes you to become staggered 
  instead.
  3
  Your mind must control your actions and regulate your 
  cybertech, slowing your reactions and causing you to take a -4 
  penalty to initiative checks.
  4
  Your motor functions have decreased, making delicate 
  movements difficult. You take a -2 penalty to all Craft and 
  Disable Device checks.
  5
  Your appetite has changed, and you no longer eat enough to 
  keep yourself energized. You take a -2 penalty to all Fortitude 
  saves.
  6
  There is so much cybertech in your body that it causes a current 
  to run through your heart every time you are exposed to 
  electricity. You gain vulnerability to electrical damage.
  7
  Your body needs more rest than usual to completely recharge. 
  You must take two hours every day to nap in addition to to a 
  normal night’s rest, or become fatigued.
  8
  It takes a bit longer for the adrenaline to leave your body after a 
  fight. Every time combat ends, you spend one additional round 
  attacking anyone in sight, unable to tell friend from foe.
  9
  Your body has become weak at fighting off the addictive 
  properties  of drugs and pharmaceuticals. Each time you make 
  a saving throw to prevent or end an addiction, you roll twice 
  and take the lower result.
  10
  The cybertech in your body has interfered with your body’s 
  ability to heal damage. Every time you would regain hit points, 
  you gain 2 fewer points than you should.
  11
  Some would say that you are more like a machine than a 
  living creature. You are treated as a construct with the robot 
  subtype for the purposes of determining whether or not you 
  are affected by negative effects that target a particular type of 
  creature (such as a ranger’s favored enemy, bane weapons, and 
  EMP grenades).
  12
  Roll twice and take both results. Reroll any additional 12s.
  
  22
  Starjammer: Medical Marvels - d20pfsrd.com Publishing
  Medical Marvels
  table 12: stage two Cyber 
  siCKness effeCts
  Roll 
  (1d12)
  Effect
  1
  Due to the amount of processes your brain must control, your 
  mind has a decreased ability to protect against charms and 
  compulsions, giving you a -2 penalty against such effects.
  2
  You simply cannot bring yourself to empathize with other 
  creatures. You take a -4 penalty to all Sense Motive checks.
  3
  You are convinced that your allies might be waiting for the 
  perfect moment to stab you in the back. Since you guard 
  against them as often you do your enemies, allies count as foes 
  when determining whether actual enemies are flanking you in 
  combat.
  4
  For some reason, you have a compulsive need to lie to others. 
  Every time you attempt a Diplomacy check to improve 
  someone’s mood, you have a 50% chance of wildly lying to 
  them in some fashion or another.
  5
  There is another voice in your head which urges you to take 
  violent actions. You take a -4 penalty on all attempts to deal 
  nonlethal damage.
  6
  You cannot stand it when others lie to you, and become 
  dangerously enraged when you learn of deceptions against 
  you. You have a 25% chance to attack any creature that you 
  learn has lied to you.
  7
  You enter combat with reckless abandon to your own safety. 
  You take a -1 penalty to both Reflex saves and to your AC.
  8
  Your cyber sickness makes it difficult for you to recall different 
  bits of information, causing you to take a -2 penalty on all 
  Knowledge checks.
  9
  You get nervous whenever there are many people around you. 
  You take a -2 penalty on any skill checks made when there are 
  more than 3 people within 30 feet of you.
  10
  You have an incessant need to be in control of every task you 
  put your mind to. You can neither use the aid another action, 
  nor benefit from others using the aid another action to assist 
  you.
  11
  You have a fear of everyone being out to get you, and in some 
  cases, this proves to be accurate. You take a -2 penalty on all 
  fear effects, including demoralize attempts.
  12
  Roll twice and take both results. Reroll any additional 12s.
  
  23
  If GMs and players are using the 
  Spirit optional rule, the above rules 
  stay the same with the following 
  exceptions. 
  Instead 
  of 
  cyber 
  sickness starting once a character’s 
  implantation values rises above their 
  Intelligence or Constitution score 
  (whichever is lower), it begins once 
  the implantation score rises above 
  the character’s Spirit score. In order to 
  reach stage one of cyber sickness, a 
  character must fail a Spirit save equal 
  to DC 10 + the number of points 
  the character’s implantation value 
  exceeds their Spirit score (instead of a 
  Fortitude save). In order to reach stage 
  two of cyber sickness, the character 
  must fail a Spirit save equal to 15 + 
  the number of points the character’s 
  implantation value exceeds their 
  Spirit score (instead of a Will save). In 
  order to reach severe cyber sickness, 
  and thus become an NPC under the 
  GM’s control, the character must 
  fail a Spirit save with a DC of 20. All 
  other variables, including the times it 
  takes for each save to take place, the 
  increasing DCs, and the methods of 
  curing cyber sickness stay the same.
  new 
  pharmaCeutiCals 
  optional rule: 
  pharmaCeutiCal 
  addiCtion
  Although there are certainly differences, some 
  people tend to forget that pharmaceuticals 
  prescribed by a doctor could be just as addictive 
  as illegal street drugs. GMs may wish to use this 
  optional rule should they want to make relying on 
  pharmaceuticals a liability rather than the norm.
  Not all pharmaceuticals are addictive, with Table: 
  Addictive Pharmaceuticals detailing which existing 
  pharmaceuticals have such qualities, and new 
  pharmaceuticals having relevant information on 
  Table: New Pharmaceuticals. Unlike drugs, addictive 
  pharmaceuticals do not cause ability damage 
  upon taking them, although any creatures taking 
  them must still attempt a Fortitude save to prevent 
  addiction. The DC for this save increases by +2 for 
  every dosage of the pharmaceutical the creature 
  takes within 24 hours of the last dosage wearing off 
  (or taking effect for those that are instantaneous). 
  Other than this, this optional rule works like the 
  standard addiction rules.
  Audio Log 6
  Audio Log 6
  
  24
  Starjammer: Medical Marvels - d20pfsrd.com Publishing
  Medical Marvels
  Additionally, the Fortitude save DC of any 
  addictive pharmaceutical increases by +1 for every 
  different pharmaceutical (such as someone taking 
  that a creature takes within a 24 hour period. If the 
  creature takes an addictive pharmaceutical while 
  still under the effects of a different pharmaceutical 
  (whether it is addictive or not), the DC to the Fortitude 
  save increases by +4 due to the pharmaceuticals 
  interacting with one another in an unintended way.
  The original addition rules can be found in 
  Pathfinder RPG GameMastery Guide
  AltRAeg
  Pre-Tech Price 750 gp; Post-Tech Price 550 
  credits; Addiction moderate; Fortitude 
  Save DC 16; Legality Code MG
  Altraeg was first developed as a means of 
  raising testosterone levels in athletes, 
  but was quickly adapted as a combat 
  enhancer when it was discovered to cause 
  extreme aggression and bloodlust. This 
  pharmaceutical has an onset time of 3 rounds, 
  and its effects last for 3 hours. The affected 
  creature takes a +4 alchemical bonus to all 
  melee damage rolls, but a -2 penalty on all 
  attack rolls and AC. Additionally, whenever 
  the creature begins combat, they must 
  continue fighting until all their enemies have 
  been killed. Resisting the urge to continue 
  fighting requires the creature to attempt a 
  DC 16 Will save as a standard action.
  CoNstRuCtioN
  Craft DC 26; Cost 375 gp/275 credits
  Craft Pharmaceutical, medical lab
  disiNteRil
  Pre-Tech Price 2,000 gp; Post-Tech Price 1,500 
  credits; Addiction N/A; Fortitude Save DC 
  N/A; Legality Code PN
  Created with nanotechnology as a way 
  of combatting the usage of tardinol for 
  nefarious purposes, disinteril is used as a 
  method of breaking down and harmlessly 
  destroying 
  tardinol 
  and 
  whatever 
  substance it may be delaying the release 
  of. Unfortunately, these short lived nanites 
  must also have a means of determining what 
  substances to target, and so in order to work 
  disinteril must be combined with a sample 
  of the substance that the tardinol is bonded 
  with, allowing the nanites to learn which 
  substance to destroy.
  If the disinteril is not combined with a 
  substance that is also combined with the 
  tardinol within the creature’s body, then 
  the nanites pass harmlessly through the 
  creature’s system wasting their effect.
  CoNstRuCtioN
  Craft DC 28; Cost 1,000 gp/750 credits
  Craft Pharmaceutical, medical lab
  NosufuR
  Pre-Tech Price 500 gp; Post-Tech Price 100 
  credits; Addiction severe; Fortitude Save 
  DC 20; Legality Code PN
  This pharmaceutical is often used by those who 
  suffer from long lasting injuries, curses, and 
  those who must remain conscious during 
  surgeries. This pharmaceutical has an onset 
  time of 1 round, and its effects last for 1 hour. 
  The user becomes immune to nonlethal 
  damage and gains a +4 alchemical bonus on 
  saving throws against effects that cause pain 
  (such as symbol of pain).
  Taking a second dosage grants DR 2/— while 
  the two dosages’ durations overlap, but the 
  creature becomes very sluggish, causing 
  their speed to drop by 10 ft. (minimum 5 ft.) 
  and giving them a -4 penalty to all Reflex 
  saves. Taking a third dosage while under the 
  effects of the first two causes the user to fall 
  unconscious for 1 hour. If any more dosages 
  are taken while the user is unconscious, 
  they must attempt a DC 20 Fortitude save 
  
  25
  or suffer a fatal heart attack. This Fortitude 
  save DC increases by +2 for every additional 
  dosage past the fourth.
  CoNstRuCtioN
  Craft DC 22; Cost 250 gp/50 credits
  Craft Pharmaceutical, medical lab
  stAbleNt
  Pre-Tech Price 2,500 gp; Post-Tech Price 1,250 
  credits; Addiction minor; Fortitude Save 
  DC 13; Legality Code PN
  This pharmaceutical is often used by those 
  looking to steady their hands, and as such 
  is often used by doctors, trapsmiths, and 
  alchemists. Once a creature takes stablent, 
  their hands become steady for 1 hour, 
  granting them a +2 alchemical bonus on 
  ranged attack rolls as long as they do not 
  move on the turn they make the attack. In 
  addition, the creature gains a +4 alchemical 
  bonus on all skill checks that require careful 
  and steady motions (such as using the Heal 
  to perform surgery, or Disable Device to 
  deactivate a trap).
  CoNstRuCtioN
  Craft DC 25; Cost 1,250 gp/625 credits
  Craft Pharmaceutical, medical lab
  tARdiNol
  Pre-Tech Price see text; Post-Tech Price see 
  text; Addiction N/A; Fortitude Save DC 
  N/A; Legality Code PN
  Tardinol is a pharmaceutical made specifically 
  to delay the effects of other substances. 
  Though it has no effect when taken alone, 
  when it is combined with any other drug, 
  table 13: addiCtive pharmaCeutiCals
  Addiction Level
  Fortitude Save DC
  Baseline
  Moderate
  14
  Hype
  Severe
  24
  Vive
  Moderate
  16
  Zortaphen
  Minor
  12
  table 14: new pharmaCeutiCals
  Pre-Tech Price
  Post-Tech Price
  Legality Code
  Altraeg
  750 gp
  550 credits
  MG
  Disinteril
  2,000 gp
  1,500 credits
  PN
  Nosufur
  500 gp
  100 credits
  PN
  Stablent
  2,500 gp
  1,250 credits
  PN
  Tardinol (1 minute)
  2 gp
  1 credit
  MG
  Tardinol (1 hour)
  100 gp
  50 credits
  MG
  Tardinol (1 day)
  2,500 gp
  1,250 credits
  MG
  Tardinol (1 week)
  15,000 gp
  7,500 credits
  MG
  Velofleet
  1,000 gp
  800 credits
  PN
  Vivify
  2,200 gp
  1,500 credits
  PN
  Zorn
  12,000 gp
  7,500 credits
  HR
  
  26
  Starjammer: Medical Marvels - d20pfsrd.com Publishing
  Medical Marvels
  pharmaceutical, poison, or potion, tardinol 
  preserves the second substance for a set 
  amount of time before releasing it into the 
  creature’s system. Though this can be used 
  for various medicines, some unscrupulous 
  criminals have found it useful to inject 
  victims with toxins in order to coerce them 
  into less than ideal situations. A creature 
  given an additional dosage of tardinol 
  causes the time in which the pharmaceutical 
  keeps a substance trapped in their body to 
  increase by the amount of time the dosage 
  lasts. For example, if someone has 3 hours 
  worth of tardinol in their system, and then 
  takes a 1 day dosage, the tardinol would last 
  for 1 day and 3 hours total.
  table 15:  
  tardinol priCes
  Dosage
  Pre-Tech Price
  Post-Tech 
  Price
  1 minute
  2 gp
  1 credit
  1 hour
  100 gp
  50 credits
  1 day
  2,500 gp
  1,250 credits
  1 week
  15,000 gp
  7,500 credits
  CoNstRuCtioN
  Craft DC 30; Cost half the listed price
  Craft Pharmaceutical, medical lab
  velofleet
  Pre-Tech Price 1,000 gp; Post-Tech Price 800 
  credits; Addiction N/A; Fortitude Save DC 
  N/A; Legality Code PN
  This pharmaceutical has two separate effects: 
  the first of which makes it appear to the user 
  that time has slowed down, allowing them to 
  react to events with increased efficiency. The 
  second sends signals to the brain, removing 
  certain bodily limitations and allowing the 
  user to move with increased speed and 
  agility. Upon using this pharmaceutical, the 
  user gains a +2 alchemical bonus to initiative 
  checks and becomes affected with an effect 
  similar to haste for 10 rounds. When this 
  effect ends, the user becomes fatigued due 
  to the strain put on their muscles.
  CoNstRuCtioN
  Craft DC 25; Cost 500 gp/400 credits
  Craft Pharmaceutical, medical lab
  vivify
  Pre-Tech Price 2,200 gp; Post-Tech Price 1,500 
  credits; Addiction minor; Fortitude Save 
  DC 11; Legality Code PN
  This pharmaceutical was first devised by street 
  doctors attempting to find the exact formula 
  for cardioamp and accidentally creating 
  something useful. Vivify is mainly made out 
  of adrenaline, with it being used to keep 
  soldiers awake when they would normally 
  fall unconscious due to injury. Once taken, 
  the user becomes immune to sleep effects 
  for 1 hour and does not fall unconscious 
  upon reaching 0 hit points, instead 
  becoming staggered. Additionally, when 
  they reach their negative Constitution score, 
  the creature does not immediately die and 
  instead remains alive until the end of their 
  next turn. Attempting to heal the creature’s 
  hit points before this happens does not 
  work, as they are essentially dead, with the 
  pharmaceutical barely keeping their body 
  functioning.
  CoNstRuCtioN
  Craft DC 22; Cost 1,100 gp/750 credits
  Craft Pharmaceutical, medical lab
  zoRN
  Pre-Tech Price 12,000 gp; Post-Tech Price 
  7,500 credits; Addiction N/A; Fortitude 
  Save DC N/A; Legality Code HR
  This pharmaceutical was originally a derivative 
  
  27
  of the rabies virus, designed for the purposes 
  of chemical warfare. When injected into a 
  creature, it must attempt a DC 20 Fortitude 
  save or fly into a frenzy for 1d4 minutes, 
  attempting to kill anything they see, dealing 
  damage to itself if it cannot harm anyone 
  else. Once this effect ends, the creature falls 
  unconscious and takes 2 Wisdom damage 
  per minute for 1d4 minutes.
  CoNstRuCtioN
  Craft DC 34; Cost 6,000 gp/3,750 credits
  Craft Pharmaceutical, medical lab
  optional rule: 
  misCibility
  Most pharmaceuticals and potions were created 
  without thought as to how they would interact with 
  one another. Worse still, it is nearly impossible to test 
  the effects of different substances mixed together in 
  a scientific manner due to them effecting everyone 
  differently; the types of substances, physiology, 
  race, gender, blood type, magical energies, and 
  more factor into what happens to a creature which 
  has multiple pharmaceuticals running through their 
  systems at the same time.
  Whenever a creature takes a pharmaceutical 
  or potion with an effect that is longer than 
  instantaneous and then any other pharmaceutical 
  or potion, they must roll on one of the below tables 
  to determine what happens. Alternatively, if a 
  creature mixes the substances before ingesting the 
  compound, they must also roll on one of the below 
  tables. If a pharmaceutical or potion was specifically 
  designed to react with another (such as disinteril 
  and tardinol), then there is no need to roll on one 
  of the tables. These rolls should always be made by 
  the GM in secret.
  Once a creature knows how a combination 
  of pharmaceuticals reacts in their body, the 
  pharmaceuticals will always react in that same 
  way with that specific creature. On the other hand, 
  potions that are mixed may have a new result every 
  time due to everyone’s magical energies being 
  slightly different, and thus the process of crafting 
  each potion being different.
  Audio Log 7
  Audio Log 7
  
  28
  Starjammer: Medical Marvels - d20pfsrd.com Publishing
  Medical Marvels
  table 16: pharmaCeutiCal misCibility
  Roll 
  (1d100)
  Effect
  1
  The two pharmaceuticals react in such a way that they cause a major allergic reaction within the 
  creature. The creature becomes paralyzed for 1 hour and takes 1d6 Constitution and Strength damage 
  every 10 minutes throughout this hour.
  2-3
  The two pharmaceuticals react in such a way that they cause a moderate allergic reaction within the 
  creature. The creature becomes nauseated for 1d6 minutes and takes 1d4 Strength damage every 10 
  minutes for 1 hour.
  4-10
  The two pharmaceuticals react in such a way that they cause a minor allergic reaction within the 
  creature. The creature becomes sickened for 1d6 minutes and takes 1d4 Strength damage.
  11-15
  The two pharmaceuticals are completely incompatible within the creature’s body and their effects 
  cancel each other out.
  16-20
  One of the two pharmaceuticals is completely neutralized within the creature’s system, while the other 
  takes effect normally.
  21-30
  Both pharmaceuticals react in a way that dilutes them both, causing any effects to only work at half-
  strength. 
  31-90
  Both pharmaceuticals work in both as intended.
  91-95
  One of the pharmaceuticals is empowered (chosen randomly) and works with 150% efficiency.
  96-100
  Both pharmaceuticals reacting with one another causes them both to become empowered and work 
  at 150% efficiency.
  
  29
  table 17: potion misCibility
  Roll 
  (1d100)
  Effect
  1
  Two two potions react very badly, causing an explosion. If the potions are within a creature when 
  the mix, the creature takes 10d6 of damage that cannot be reduced in any way, while all creatures 
  within 5 feet take 1d6 points of damage. If mixed externally, all creatures within 10 feet take 6d6 
  damage.
  2-3
  The two potions mixed together cancel each other out, and the resulting byproduct is a highly 
  poisonous gas. If the potions were mixed internally, the creature that ingested them must succeed 
  a DC 18 Fortitude save or take 2d6 Constitution damage. If mixed externally, the gas spreads to a 
  10-foot radius and everyone must succeed a DC 15 Fortitude save or take 1d6 Constitution damage.
  4-10
  The two potions cancel each other out, but cause an explosion of magical energy with a 20 foot 
  radius (regardless of whether the potions were mixed within a creature or externally). Everyone 
  caught within this explosion must succeed at a DC 15 Will save or become confused (as per the 
  confusion spell) for an amount of rounds equal to the highest caster level of the two potions. 
  11-15
  The two potions are completely incompatible with one another  and their effects cancel each other 
  out.
  16-20
  One of the two potions is completely neutralized within the creature’s system, while the other takes 
  effect normally.
  21-30
  Both potions react in a way that dilutes them both, causing any effects to only work at half-strength. 
  31-90
  Both potions work in both as intended.
  91-95
  One of the potions is empowered (chosen randomly) and works with 150% efficiency.
  96-99
  Both potions reacting with one another causes them both to become empowered and work at 
  150% efficiency.
  100
  Only one of the potions retains its magical capabilities, but its effects, for better or worse, become 
  permanent. For example, if a potion of invisibilty was made permanent, the creature which drinks 
  it will become permanently invisible, while if a potion of cure light wounds was made permanent, 
  the creature would increase their maximum hit points by the amount the potion would have cured. 
  This is treated as a curse.
  Audio Log 7
  Audio Log 7
  
  30
  Starjammer: Medical Marvels - d20pfsrd.com Publishing
  Medical Marvels
  
  31
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
  1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b)”Derivative Material” means copyrighted material including 
  derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other 
  form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; 
  (d)”Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an 
  enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and 
  derivative works under copyright law, but specifically excludes Product Identity. (e) “Product Identity” means product and product line names, logos and identifying marks including trade dress; 
  artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes 
  and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; 
  places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly 
  identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs 
  that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, 
  Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement. 
  2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix 
  such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be 
  applied to any Open Game Content distributed using this License. 
  3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 
  4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this 
  License to Use, the Open Game Content. 
  5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have 
  sufficient rights to grant the rights conveyed by this License. 
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, 
  modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the 
  owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing 
  Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game 
  Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to 
  that Product Identity. 
  8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 
  9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any 
  Open Game Content originally distributed under any version of this License. 
  10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 
  12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or 
  governmental regulation then You may not Use any Open Game Material so affected. 
  13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses 
  shall survive the termination of this License. 
  14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 
  15 COPYRIGHT NOTICE
  Open Game License v 1.0 © 2000, Wizards of the Coast, Inc. 
  d20 System rules and Content © 2000, Wizards of the Coast, Inc.; authors Jonathan Tweet, Monte Cook, and Skip Williams, based on original material by E. Gary Gygax and Dave Arneson. 
  System Reference Document. © 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. 
  Modern System Reference Document. © 2002-2004, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, Eric Cagle, David Noonan, Stan!, Christopher Perkins, 
  Rodney Thompson, and JD Wiker, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker. 
  Unearthed Arcana © 2004, Wizards of the Coast, Inc.; Authors Andy Collins, Jesse Decker, David Noonan, Rich Redman 
  The Book of Experimental Might. © 2008, Monte J. Cook. All rights reserved. 
  Tome of Horrors. © 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick 
  Lawinger, and Bill Webb; Based on original content from TSR. 
  Pathfinder Roleplaying Game Reference Document. © 2011, Paizo Publishing, LLC; Author: Paizo Publishing, LLC. 
  Pathfinder RPG Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. 
  Pathfinder Roleplaying Game Advanced Player’s Guide . © 2010, Paizo Publishing, LLC; Author: Jason Bulmahn, James Jacobs, Steve Kenson, Hal Maclean, Rob McCreary, Erik Mona, Jason 
  Nelson,Stephen Radney-MacFarland, Sean K Reynolds, F. Wesley Schneider, James L. Sutter, Owen Stephens, and Russ Taylor. 
  Pathfinder Roleplaying Game Advanced Race Guide © 2012, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Jim Groves, Tim Hitchcock, 
  Hal MacLean, Jason Nelson, Stephen Radney- MacFarland, Owen K.C. Stephens, Todd Stewart, and Russ Taylor. 
  Pathfinder Roleplaying Game Mythic Adventures © 2013, Paizo Publishing, LLC; Authors: Jason Bulmahn, Stephen Radney-MacFarland, Sean K Reynolds, Dennis Baker, Jesse Benner, Ben Bruck, 
  Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan Keith, Jason Nelson, Tom Phillips, Ryan Macklin, F. Wesley Schneider, Amber Scott, Tork Shaw, Russ Taylor, and Ray Vallese. 
  Pathfinder Campaign Setting: Technology Guide © 2014, Paizo Inc.; Authors: James Jacobs and Russ Taylor. 
  Pathfinder Roleplaying Game Advanced Class Guide © 2014, Paizo Inc.; Authors: Dennis Baker, Ross Byers, Jesse Benner, Savannah Broadway, Jason Bulmahn, Jim Groves, Tim Hitchcock, Tracy 
  Hurley, Jonathan H. Keith, Will McCardell, Dale C. McCoy, Jr., Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Sean K Reynolds, Tork Shaw, Owen K.C. Stephens, and Russ Taylor. 
  Pathfinder Roleplaying Game Monster Codex © 2014, Paizo Inc.; Authors: Dennis Baker, Jesse Benner, Logan Bonner, Jason Bulmahn, Ross Byers, John Compton, Robert N. Emerson, Jonathan H. 
  Keith, Dale C. McCoy, Jr., Mark Moreland, Tom Phillips, Stephen Radney-MacFarland, Sean K Reynolds, Thomas M. Reid, Patrick Renie, Mark Seifter, Tork Shaw, Neil Spicer, Owen K.C. Stephens, and 
  Russ Taylor. 
  Pathfinder Roleplaying Game Occult Adventures © 2015, Paizo Inc.; Authors: John Bennett, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, John Compton, Adam Daigle, Jim Groves, 
  Thurston Hillman, Eric Hindley, Brandon Hodge, Ben McFarland, Erik Mona, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Alex Riggs, Robert Schwalb, Mark Seifter, 
  Russ Taylor, and Steve Townshend. 
  Pathfinder Roleplaying Game: Ultimate Campaign. © 2013, Paizo Publishing, LLC; Authors: Jesse Benner, Benjamin Bruck, Jason Bulmahn, Ryan Costello, Adam Daigle, Matt Goetz, Tim Hitchcock, 
  James Jacobs, Ryan Macklin, Colin McComb, Jason Nelson, Richard Pett, Stephen Radney-MacFarland, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, James L. Sutter, Russ Taylor, and Stephen 
  Townshend. 
  Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, 
  Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor. 
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, 
  Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor. 
  Pathfinder Roleplaying Game Ultimate Intrigue. © 2016, Paizo Inc.; Authors: Jesse Benner, John Bennett, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, Robert N. Emerson, Amanda 
  Hamon Kunz, Steven Helt, Thurston Hillman, Tim Hitchcock, Mikko Kallio, Rob McCreary, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Alexander Riggs, David N. Ross, 
  David Schwartz, Mark Seifter, Linda Zayas-Palmer. 
  Pathfinder RPG Bestiary, © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. 
  Pathfinder Roleplaying Game Bestiary 2, © 2010, Paizo Publishing, LLC; Authors Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon 
  Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, 
  Russ Taylor, and Greg A. Vaughan, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. 
  Pathfinder Roleplaying Game Bestiary 3, © 2011, Paizo Publishing, LLC; Authors Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris 
  Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. 
  Pathfinder Roleplaying Game Bestiary 4 © 2013, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Savannah Broadway, Ross Byers, Adam Daigle, Tim Hitchcock, Tracy Hurley, James 
  Jacobs, Matt James, Rob McCreary, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Sean K Reynolds, F. Wesley Schneider, Tork Shaw, and Russ Taylor. 
  Pathfinder Roleplaying Game Bestiary 5. © 2015, Paizo Inc.; Authors: Dennis Baker, Jesse Benner, John Bennett, Logan Bonner, Creighton Broadhurst, Robert Brookes, Benjamin Bruck, Jason 
  Bulmahn, Adam Daigle, Thurston Hillman, Eric Hindley, Joe Homes, James Jacobs, Amanda Hamon Kunz, Ben McFarland, Jason Nelson, Thom Phillips, Stephen Radney-MacFarland, Alistair Rigg, 
  Alex Riggs, David N. Ross, Wes Schneider, David Schwartz, Mark Seifter, Mike Shel, James L. Sutter, and Linda Zayas-Palmer. 
  Advanced Bestiary, Copyright 2014, Green Ronin Publishing, LLC; Author Jeff Hersh, Developer Owen K.C. Stephens. 
  Path of Iron, © 2015, Ascension Games, LLC; Author Christopher Moore. 
  The Gods of Porphyra © 2012, Purple Duck Games; Authors: Christopher Kaiser, Perry Fehr, Mark Gedak, August Hahn, John Hazen, Sean Holland, Sam Hing, James H. Lewis, Chris Longhurst, Scott 
  Messer, Sean O’Connor, David Nicholas Ross, and Jeremy Whalen. 
  Tome of Horrors Complete. © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene; Based on original content from TSR.
  http://www.d20pfsrd.com/ © 2016 Open Gaming LLC; Authors: Michael Ritter.
  Starjammer: Medical Marvels © 2017 Open Gaming LLC; Authors: Michael Ritter
  
  32
  Starjammer: Medical Marvels - d20pfsrd.com Publishing
  Medical Marvels
  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, 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!
  • 
  Pharma-Miscibility Rules
  • 
  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! 
  
SOURCE: textdata/thevault/Starfinder [multi]/3rd Party/d20pfsrd/Starjammer - Medical Marvels.pdf