Healer's Kit - SS p.48 - Rather than being purchased, a character must fashion her own container and equip the empty pack with native medicinal items through a Hard Survival check. A healer's kit allows the character to use the Medicine skill to heal herself or other individuals without penalty as described on page 123 of the Force and Destiny Core Rulebook. The GM may spend Despair on a Medicine check when a character is using a healer's kit to indicate that some or all of the medicinal items have been exhausted in the attempt. In such a case, the healer's kit cannot be used again until the character spends some time restocking and makes an Average Survival Check.
Fusion Cutter - GaG p.138 - Fusion cutters are handheld, portable cutting torches found throughout the galaxy in numerous industrial, technical, and artistic operations. They use small, high-powered fusion batteries to produce intense plasma or laser beams used to weld metals together or cut them apart. Their beams can easily cut through durasteel, duraplast, and even armored ship hulls. Field mechanics often carry them to battle for emergency repairs to vehicles, droids, and other equipment. Fusion cutters can be adusted to produce a fine, precise beam for welds or a broad, powerful beam good for brazing and cutting. Engineering and mechanic droids can have a fusion cutter directly installed in their chassis so that they always have one at hand, and they are especially common on astromech droids. In a punch, a fusion cutter can be used as a close-quarters weapon with profile noted above.
Synthetic Standard Strength Neurotoxin - EotE p.172 - This is a general poison synthetically produced on hundreds of worlds (often illegally) that affects the biochemical reactions of most creatures, sometimes fatally. This poison may be introduced into he target's body via aerosol deployment, food ingestion, or injection (via an applicator or dart). Resisting a single dose has an Average difficulty, while two or more doses combined into a single application have a Hard difficulty. The poison inflicts 5 wounds if the target fails the check. Each threat generated inflicts one strain on the target as the effort of fighting the poison overwhelms him. Finally, the GM can spend Despair to make the target test against the poison again during the next round, as the poison remains in his system.
Med-Aid Patch - KtP