Weapons & Armor
Heavy Clothing - 1 Soak, 1 Encumbrance
50 CR
Blastech-DL19c Blaster Pistol - 1 Encumbrance, 1 HP. 450 CR
Dress Uniform (Republic) 100 Credit - 1 Encumbrance (Not Equipped)
Personal Gear
Creshaldyne Mk. IV Modular Backpack - Encumbrance +3 (75 Credits) 3 Pouches, Encumbrance +1 Each (15 Credits Each)
Utility Belt - Encumbrance +1 (25 Credits)
CAPC ECM-598 Medical Backpack - 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). Encumbrance +2 (450 Credits)
Nullicane x 4 - Make an easy (1 difficulty) medicine check to apply this to a critical injury. Take 3 strain and ignore the chosen critical injury until end of the encounter. 25 CR each (Encumb 0)
Stimpack x 4 - Using a stimpack heals 5 wounds for the first application, 4 on the next and so on. It takes 24 hours for stimpacks to perform at full effectiveness again, after the last application. 25 CR each (Encum 0)
Glowrod - These are unidirectional handheld lightsources, essentially a torch. 10 Credits (Encum 1)
Comlink - 25 Credits, 0 Encum
XV-20 Portable Veterinary Kit - May treat a wounded animal or beast without penalty. Add 1 boost die to Medicine, Survival and Knowledge (Xenology) to diagnose and heal animals. 50 CR, Encum 1
Spray Plasto-Cast x 1- 35CR, Encum 0. Make an easy (♦) medicine check to apply the spray to a limb that has been crippled or disabled due to a critical injury. If successful, the injury heals automatically after one week.