Assets & Resources
1 stimpacks - Additional qualities: Using a stimpack requires one maneuver, which covers the simple act of a character using the auto-hypo on himself or one other person immediately healing a number of wounds. See page 233 of the AoR CRB, page 220 of the EotE CRB, or page 227 of the FaD CRB.
2 Military Traumapack - (keeps one on him at a time, 1 encumbrance, rest are in the medbay) - Additional qualities: A traumapac allows a character to use the Medicine skill to attempt to remove Critical Injuries from others without penalty, as described on page 232 of the AoR CRB, page 219 of the EotE CRB, or page 226 of the FaD CRB, and does not allow him to perform the other treatment options detailed there.
10 Synthskin/Synthflesh - Additional qualities: Synthskin applications are one-use items that can be used as first aid to treat cuts and bruises.
Blood Scanner - (2 encumbrance, left in ship medbay) - Additional qualities: As an action, a character with a blood scanner may make an Easy Medicine check to identify foreign elements (including poisons) in a blood sample. In addition to allowing the character too treat any present toxins with the proper antidote, the extensive information about the patient's health adds an automatic 2 Advantage to the next Medicine check the character makes to treat the patient.
1 Antidote Set - (1 encumberance, left in ship medbay) - Additional qualities: A character using an antidote set reduces the difficulty of any check to resist a poison by two (to a minimum of Easy). If he does not know which poison was used, he must make a Hard Knowledge (Underworld) check to make an educated guess at the poison based on the region, the poison's qualities, and other evidence at their disposal to benefit from this item.