Personal Gear
ECM-598 Medical Backpack (450c) - Essentially a scaled-up Medpac, the ECM-598 contains a clinic's worth of medical equipment, drugs, tools, scanners, and other contents needed to keep a team of explorers alive in the held. All of this equipment is securely packed into a sturdy internal-frame backpack. It also includes a slim datapad containing an emergency-procedure database for most of the known sentient species in the galaxy, as well as tutorials to assist those with no medical training in treating wounded individuals in an emergency. The ECM-598 even includes a collapsible repulsor stretcher with a weight limit of 150 kilograms for evacuating seriously wounded personnel.
May make Medicine checks to heal others without penalty.
Add 1 boost dice to all Medicine checks. Decrease difficulty of checks to heal a critical injury by 1 (to a minimum of 1).
Synthetic Standard Anesthetic (35c Ea.) (10 dose) - This poison may be introduced into a target's body via aerosol deployment, food ingestion, or injection (via an applicator or dart). Resisting a single dose has an Average (2 Die) difficulty, while two or more doses combined into a single application have a Hard (3 Die) difficulty.
The poison inflicts 5 Strain if the target fails the check.
If the check generates one to two Threat, the target must also give up their free Maneuver during their next turn (they may still take two Maneuvers, however); if it generates 3 or more Threat, they are Staggered during their next turn, and the GM can spend 1 Despair to make the target test against the poison again during the next round, as the poison remains in their system.
Bioscan (2000c) - A Bioscan is a device that scans for life forms as well as verifying their physical makeup for anomalies and identifiers. Biometric data can be compared against another sample or a recording of one previously obtained.
Using a Bioscan to scan an area for life signs grants 1 Boost Die to any Perception checks opposing Stealth. Using the device to verify a person's identity requires an Average (2 Die) Computers check and a biometric identifier for comparison. The GM may modify this difficulty based upon any unusual anatomical characteristics of the target's species.
Collar-Amp (50c) - The Collar-Amp can boost the wearer's voice so that they can be heard up to long or extreme range (this depends on terrain, environmental conditions, and even the weather). For an extra 100 credits, the user can purchase a model that hooks into a sound system or entertainment system, which improves sound quality.
Datapad (75c)
Comlink (handheld) (25c)
Stimpack (25c) x2
Skirtopanol x3 - Administered through injection.
One dose requires a Hard (3 difficulty) Resilience check to overcome. Failure inflicts 5 strain and upgrades the difficulty of resisting Charm or Coercion checks once for the remainder of the encounter. Each disadvantage result may inflict 2 additional strain. A despair result may have the target make the resilience check again during the next round.
SuperStim