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Medical & Drugs
Treatment
Item | Price | Encum. | Rarity |
---|---|---|---|
p. 183 | |||
Stimpack | 25 | 0 | 1 |
Synthskin | 10 | 0 | 1 |
Emergency Medpac | 100 | 1 | 1 |
Medpac | 400 | 2 | 2 |
Bacta (liter) | 20 | 1 | 1 |
Bacta (full tank) | 4000 | 12 | 1 |
E-EtE p. 48 | |||
ECM-598 Medical Backpack | 450 | 2 | 4 |
HG-DC p. 59 | |||
Military Medpac | 400 | 2 | 3 |
IRAPS Cerebral Stabilizer | 2200 | 3 | 7 |
Stimpack
p. 177
Counterpart: Emergency Repair Patch
Stimpacks are auto-injection tubes filled with medicine, Bacta, and painkillers. They are field-ready emergency health recovery products, and useful for quick healing in the field.
See: Recovery - Organics for use on characters.
Synthskin/Synthflesh
p. 177
These artificial flesh coatings are used both to treat injuries and to coat cybernetic limbs. Synthskin is more commonly used to bond with real tissue, usually to aid in recovery, while Synthflesh is more often used to cover mechanical devices to make them appear organic; these can include entire droids when a realistic appearance is desired.
Synthskin applications can be used as first aid to treat cuts and bruises. Synthskin applications are one-use items.
Emergency Medpac
p. 176
Standard medpacs contain field dressings, Bacta patches, basic drugs, antiseptics, medical tools and knives, blood coagulators, synthflesh applicators, and more, all designed for ease of use and fast patient stabilization. Medpacs may also have a limited diagnostic scanner to monitor a patient's vital signs, and a computer that can provide treatment options.
Medpacs allow characters to attempt to heal others using Medicine checks without penalty.
Medpac
p. 177
Slightly larger and infinitely more advanced than a standard Emergency Medpac, this Medpac carries instruments for emergency held surgery, a better diagnostic computer and mediscanner, advanced synth-nutrient replicators for sustaining a patient's vital nutrients, spray splints, and counter-radiation and biological poison drugs.
A Medpac allows the user to perform relatively complicated medical procedures in the held, and can rival the infirmaries on smaller starships. It allows characters to attempt to heal others using Medicine checks without penalty as described on page 219, and additionally grants a on all attempts.
In addition, the internal stim storage grants the user the equivalent of one Stimpack per scene (although the GM can rule the device has run out of stims if the supplies are used continuously).
Bacta
p. 176
Bacta is a liquid used for healing, made of an artificially grown bacteria developed thousands of years ago. It is nothing short of miraculous, working on a wide variety of species and healing terrible wounds with little or no scarring. It is commonly used in large tanks for total immersion, but can also be administered in pre-treated patches, injection, portable pouches, and even through direct consumption. While full-size bacta tanks are rare outside of major installations, some ships often have portable tanks, and most medpacs and field kits have bacta patches.
Bacta Tank
p. 176
Counterpart: Oil Bath
See: Recovery - Organics for use on characters.
ECM-598 Medical Backpack
E-EtU p. 48
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.
The ECM-598 Medical Backpack allows characters to attempt to heal others using Medicine checks without penalty, as detailed on p. 219. In addition, it grants to all Medicine checks made while using the ECM-598 and, thanks to the tutorials and information on the datapad, individuals using this decrease the difficulty of any Medicine checks they make to heal Critical Injuries by 1 to a minimum of Easy ().
Military Medpac
HG-DC p. 57
The integrated computer contains medical and surgical databases for most prominent species and can even suggest emergency treatment protocols and provide step-by-step instruction. It can be easily used by the untrained to stabilize a patient.
Military Medpacs allow characters to attempt to heal others using Medicine checks without penalty.
If the user has no ranks in Medicine, they counts as having 1 rank in Medicine when using the Military Medpac.
IRAPS Cerebral Stabilizer
HG-DC p. 57
The IRAPS is a full-face helmet with IV lines injected into the large vessels of the patient's neck. The blood circulating in the patient's brain is replaced with a hyper-oxygenated nutrient solution, and thermal circuits in the helmet apparatus reduce cranial temperature to provide critical metabolic stabilization.
A Cerebral Stabilizer must be applied to a patient within one round of suffering a Critical Injury. This device may be applied to a character suffering from a Bleeding Out or The End is Nigh Critical Injury, or a character who has died during the current round. Applying the device requires an Average Medicine check. Once applied, the character is stabilized. If they died, they are brought back to life and count as suffering a Gruesome Injury critical Injury (and all of its effects). Otherwise, their critical injury effects are canceled, though they still suffer from the injury itself.
Poisons & Tranquilizers
Item | Price | Encum. | Rarity |
---|---|---|---|
p. 183 | |||
Synthetic Standard Anesthetic (1 dose) | 35 | 0 | 4 |
Synthetic Standard Neurotoxin (1 dose) | (R) 50 | 0 | 6 |
Synthetic Standard Neuroparalytic (1 dose) | (R) 75 | 0 | 6 |
BH-ND p. 54 | |||
Sleeppack (1 dose) | 250 | 0 | 3 |
Synthetic Standard Anesthetic
p. 172
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 () difficulty, while two or more doses combined into a single application have a Hard () difficulty.
The poison inflicts 5 Strain if the target fails the check.
If the check generates one to two , the target must also give up their free Maneuver during their next turn (they may still take two Maneuvers, however); if it generates or more, they are Staggered during their next turn, and the GM can spend to make the target test against the poison again during the next round, as the poison remains in their system.
Synthetic Standard Neurotoxin
p. 172
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 () 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 generated inflicts one Strain on the target, and the GM can spend to make the target test against the poison again during the next round, as the poison remains in their system.
Synthetic Standard Neuroparalytic
p. 172
This poison may only be introduced into a target via injection (via an applicator or dart). Any sized dose has a Hard () difficulty.
The poison Immobilizes the target for 3 Rounds if the target fails the check.
Each generated inflicts one Strain on the target, and the GM can spend to make the target test against the poison again during the next round, as the poison remains in their system.
Sleeppack
BH-ND p. 55
Physically similar to a Stimpack, a Sleeppack is an auto-injection tube filled with a variety of natural and synthetic sedatives.
Applying a Dleeppack to an aware and unwilling target requires the wielder to make a Hard () Brawl or Melee combat check against the target.
Instead of inflicting damage, if the attacker succeeds, the target must immediately resist the effects of the medications that flood the system as a poison (with a Resilience check, p. 172) Any sized dose has a Hard () difficulty, and failure inflicts 10 Strain.
Performance Enhancers (Species-Specific)
Item | Price | Encum. | Rarity |
---|---|---|---|
BH-ND p. 54 | |||
Sulfur Inhaler (10 doses) | 200 | 0 | 3 |
Saline Pump | (R) 2500 | 1 | 7 |
Sulfur Inhaler
BH-ND p. 55
A Devaronian with a Sulfur Inhaler can use a maneuver to inhale a dose of the drug from it. The character suffers 2 Strain and adds to any Brawn or Agility checks they make until the end of the encounter. Additional doses inflict more Strain but do not give any additional bonuses.
A dose is ineffective and unpleasant for most non-Devaronians.
Saline Pump
BH-ND p. 55
A Clawdite wearing a saline pump can increase or decrease their mass and size by as much as a tenth, enabling them to shape-change into a broader range of forms. Add to the Clawdite's checks to pass themself off as another person using their species ability, and add to other characters' checks to the Clawdite's physiological deception.
Non-Clawdites gain no benefit to disguise from this item (and would likely find it exceedingly uncomfortable to use).
Illegal Drugs
Item | Price | Encum. | Rarity |
---|---|---|---|
p. 186 | |||
Avabush Spice (dose) | (R) 25 | 0 | 6 |
Avabush Spice (100 dose cargo container) | (R) 2000 | 3 | 7 |
Booster Blue (dose) | (R) 10 | 0 | 5 |
Booster Blue (100 dose cargo container) | (R) 750 | 3 | 6 |
Death sticks (1 dose) | (R) 5 | 0 | 1 |
Death sticks (100 dose cargo container) | (R) 250 | 3 | 2 |
Glitterstim (dose) | (R) 100 | 0 | 7 |
Glitterstim (100 dose cargo container) | (R) 5000 | 5 | 8 |
Lesai (dose) | (R) 500 | 0 | 9 |
Lesai (20 dose enviro-sealed cargo pod) | (R) 7500 | 2 | 10 |
Yarrock (1 dose) | (R) 350 | 0 | 8 |
Yarrock (100 dose cargo container) | (R) 20000 | 3 | 9 |
S-FC p. 50 | |||
Impact (dose) | (R) 125 | 0 | 6 |
Impact (100 dose cargo container) | (R) 10000 | 5 | 7 |
Muon Gold (dose) | (R) 50 | 0 | 6 |
Muon Gold (100 dose cargo container) | (R) 4000 | 3 | 6 |
Avabush Spice
p. 183
A character who has consumed Avabush Spice feels lethargic, and can only upgrade a single to a on any given check because of this mental torpor. Further, whenever this character intentionally tries to lie or conceal the truth, the GM upgrades any one in the dice pool into a . Avabush Spice's effects last for one scene or combat encounter.
Booster Blue
p. 184
Boosting reaction times, a character under the effects of Booster Blue may upgrade the ability of any Agility, Intellect, or Cunning-related check they undertake once, reflecting their improved concentration and mental acuity. However, this artificial focus takes a toll on the mind. A character under the effects of Booster Blue may not remove Strain at the end of any scenes or encounters for the remainder of the session. Booster Blue's beneficial effects last for one scene or combat encounter.
Death Sticks
p. 185
Only mildly hallucinogenic, a life-long addiction to Death Sticks typically halves the lifespan of most species, though various species are more or less susceptible to the effects of Ixetal Cilona. The short-term effects of a single dose last for one scene or combat encounter and adds to any task the character attempts, and may reduce the character's connection to the Force in certain ways at the GM's discretion.
Glitterstim
p. 184
Glitterstim is a highly addictive drug with hallucinogenic properties. Using it adds to all Perception and Vigilance checks for the remainder of a scene. Additionally, some users report gaining temporary telepathic abilities, which the GM may choose to grant to any user at their discretion.
Lesai
p. 184
A character who partakes in Lesai at least once every 24 hours does not need to sleep, and suffers no penalties or strain for lack of sleep. The character may remove strain as if they had slept a full night after any period of eight or more hours in which they did not engage in any stressful activities (such as combat, intense mental effort, or emotionally charged discussion). Lesai's only noticeable side-effect is that it leaves odd purple stains where applied.
If a character under the effects of Lesai ever goes twenty-four full hours without a dose of the drug, they find it increasingly difficult to stay awake until they receive more Lesai or sleep. Some Imperial officials claim that Lesai turns users into amoral monsters without feelings or compassion. Whether this is true or not is entirely up to the GM, and they should feel free to keep their decision secret from any players whose characters use Lesai.
Yarrock
p. 185
A character under the effects of Yarrock is not required to make any Fear checks; they count as succeeding automatically for one scene. However, once they have used Yarrock, they must also add to any Willpower or Presence-related checks for the remainder of the session.
Impact
S-FC p. 50
A dose of Impact lasts for one encounter and allows the user to upgrade the ability of any Agility-based checks until the end of the encounter. After the effects of Impact wear off, the character suffers to any Agility-, Cunning-, or Intellect-based checks for the remainder of the game session.
Muon Gold
S-FC p. 50
A dose of Muon Gold lasts for one encounter and allows the user to add to all Cunning- and Presence- based checks until the end of the encounter. At the GM’s discretion, repeated use of the spice can cause cognitive impairment, imposing temporary or lasting to a character’s Intellect- and Cunning-based checks.