Equipment descriptions

All the miscellaneous stuff that makes life easier for the hard-working adventurer.

All-Temperature Cloak
This wrap-around cloak protects its wearer from the elements and hostile conditions. An all-temperature cloak provides a +2 equipment bonus on Fortitude saves made to resist severe weather.

Aquata Breather
An Aquata Breather can provide up to 2 hours of breathable air through its mouthpiece. Characters typically use it underwater or in other hazardous environments. Aquata Breathers are a standard part of many high-end utility belt and field kit packages. Some consider them more reliable than breath masks, since they consist of one part rather than several linked components.

Breath mask
This personal atmosphere-filtering system consists of a mask that fits over the mouth and nose, and a hose connecting the mask to a portable life-support system. the breath mask provides approximately 1 hour of breathable atmosphere before the filter and atmosphere canister must be replaced. The breath mask offers no protection from extreme temperatures or hard vacuum.

To replace the filter and atmosphere canister, the user must make a Repair check(DC 10). If the check fails, the mask ceases to function 1d6x4 minutes after it is activated.

Camouflage Cloak
A cloak or poncho printed with colors or textures to help a character blend in with certain environments. They are often made to function as all-temperature cloaks, too, so can be bought as a single item at the cost of both individual items. In the appropriate environment(selected from the Scout's favored terrain list) they grant a +2 Stealth bonus. Adaptive camouflage cloaks can change color and pattern to function in all environments.

Field Kit
Essentially a backpack full of survival gear, the typical field kit contains two condensing canteens with built in water purification systems, a sunshield roll, a weeks worth of food rations, two glow rods, two breath masks, twenty-four filters, twelve atmosphere canisters, and an all-temperature cloak.

Flight Suit
The flight suit is a one-piece coverall(plus helmet) that provides life support, protects the wearer from hostile environments, and prevents the wearer from succumbing to the adverse effects of high-velocity flying.

Jet Pack, Basic
This is the most commonly available personal flight device. This large, awkward backpack allows for a single round of flight every hour, with up to 5 flights total powered by a pair of power packs. Under powered flight, you gain a flight speed of 100 ft, with a maneuverability of poor. There is a safety system that activates automatically if the wearer fall more then 50 ft that caps falling damage at 5d6. If the safety system is activated, the jet pack cannot be used again until someone makes a Repair check DC 15 over 10 minutes.

Magnetic Boots
Magnetic boots are the friends of spacers the galaxy over, allowing the wearer to stick to almost any surface. This is particularly useful in zero-G, and removes any movement penalties and very much lessens the chances of a character being pushed into the dark and unforgiving void of space. They can be turned on and off as a move action, and if used in normal gravity reduce the character's speed in half. High quality magboots are lighter, and provide enough traction that they can even support the wearer upside down in normal gravity. A professional set of magnetic gear often includes gloves and other accessories, and is usually sold as safety equipment to repair workers on tall structures. Professional mag gear can support the wearer with either hands or feet, move at full speed(not be flat-footed?), and grants a +4 bonus on Reflex saves to avoid falling.

Security Scarf
This item can be utilitarian or fashionable, but the goal is to look inconspicuous. Flexible circuits are sewn into the fabric, enough to function as a short range emergency beacon(20 mile radius) and an emergency credit chip. Belts and sashes are also a popular way to wear this item.

Code Cylinder
Compact encoded security devices are issued to military, political, or corporate officials. A code cylinder accesses computer data via a droid's scomp link or provides into restriced facilities. Each cylinder features the user's personal security clearance data. High-ranking personnel may carry more than one cylinder, each with different access codes encrypted within them. Republic citizens, Imperial officers, and New Republic personnel use them to facilitate security measures.

Code cylinders can be reprogrammed at at properly equipped computers by making a Computers check against DC 15, or without such systems by making a Computers check against DC 25. Failure to properly reprogram a code cylinder ruins the cylinder.

Comlink
The range for a typical comlink is 30 miles or low orbit. For greater range, a comlink must be larger and connected to a more powerful energy source, such as those built into vehicles. For an added expense(10 times the base cost of a regular comlink), a comlink can be equipped with encrypting routines.

Credit Chip
The credit chip is a small, flat card that features a security codeout and credit algorithm memory stripes. The chip can hold a specified number of credits appropriate to the governmment that issued it, or it can be programmed to draw from a specific account held held by the user. Credit chips not only allow quick and easy transfers of funds, but also protect users from theft.

Modifying the value of a credit chip requires a Computers check(DC 35). Altering it so that it draws upon a different account requires a Computers check(DC 40). Failure in either case activates the chip's self-destruct programming and ruins the chip.

Datapad
These small, low cost, handheld personal computers can serve as notebooks, day planners, calculators, and sketch pads. in addition to performing basic computer functions, datapads can interface with and download information from larger computer networks.

Datacards can be purchased with specific types of data stored on them, such as star charts, tourism guides to certain regions of space, or works of fiction. The data on these cards can be loaded into a datapad for easy access.

A datapad provides the user with a +2 equipment bonus on Intelligence checks relating to calculations or Computers checks involving information downloads. Datapads with datacards containing specific information provide a +2 equipment bonus on related Knowledge checks.

Electrobinoculars
This device magnifies distant objects in most lighting conditions. And internal display provides data on range, relative and true azimuths, and elevation. Viewing options include zoom and wide-vision observation. Electrobinoculars also feature radiation sensors and a night-vision mode.

Electrobinoculars reduce the range penalty for sight-based Perception checks to -1 every 60 ft rather then -1 per 10 ft.

Energy Cell
This small battery provides power for devices, including certain types of weapons. An energy cell appears as a small, flat disk.

Fusion Lantern
A hand-held light source, larger than a glow rod, the fusion lantern provides light and heat. The light spreads out from the lantern, producing a 30 ft radius of illumination.

Glow Rod
A glow rod is a portable illumination device that projects a beam of light up to 30 feet.

Grappling Spike Launcher
A spike launcher, sometimes known as an ascension gun, has a grappling spike on one end, a sliding hook on the other, and a liquid cable reservoir in the middle. The launcher hurls the spike at extreme velocity, allowing it to anchor itself in any hard surface, such as a building ledge or cliff face. The launcher can be used alone or attached to the barrel of a blaster. It holds enough liquid to form 60 ft of cable

Holoprojector
A handheld, personal hologram transmitter can be used to view real-time or recorded three-dimensional images, or to pass the information through a comlink connection. Adding sound capability doubles the price of a personal holoprojector. The device has a limited storage capacity that can be expanded when attached to a holorecorder.

Holorecorder
A handheld, personal visual and audio recorder, the holorecorder can store data for playback in three-dimensional moving images or as holograms. A holorecorder stores up to 200 hours of images in its internal memory system. Most come equipped with recording-rod input slots for expanded memory capacity.

Liquid Cable Dispenser
Cable dispensers contain a special liquid that instantly solidifies upon contact with either atmosphere or vacuum to form a tough, lightweight, flexible cable. The dispenser contains enough liquid for 60ft of cable, and is refillable at authorized outlets. The cable is capable of supporting up to 1000lbs of weight.

Macrobinoculars
Macrobinoculars are personal image-magnification devices that can enhance vision up to 1 mile. Standard features include zoom capability, readouts for azimuth, range and elevation, a light amplifier for twilight conditions, and impact resistant casing.

Macrobinoculars reduce the range penalty of vision based Perception checks to -1 for every 30 feet rather then -1 per 10 ft.

Power Pack
A power pack is a compact rectangular battery that fits into the grip or barrel of an energy weapon, such as a blaster, to provide the power needed to fire it.

Power Pack, Heavy
A larger power pack designed for military weapons. Provides twice the number of shots before replacing. Only fits in rifle or heavy weapons.

Recharging Station, Basic
While many power packs and energy cells are designed to be disposable, they can be recharged with the proper item. When connected to an energy source such as a ship or building's power grid(or a portable generator), you can recharge a total of one power pack and 4 energy cells simultaneously. With a good power source, it takes 6 hours to recharge. Larger models that can recharge more power packs and energy cells are available, but also larger and more expensive.

Recording Rod
Recording rods are long, cylindrical data storage tubes. They can record up to 100 hours of recordings, and play back audio and 2D visual images on the rod's surface. Recording rods are reusable; you can delete recordings or record over existing data.

Downloading the data within a recording rod to a data pad, computer, or holoprojector requires a successful Computers check(DC 10). Deleted recordings can be recovered with a successful Computers check(DC 25). (You can't recover data that has been replaced by a subsequent recording.

Security Kit
A security kit is a set of special tools for bypassing electronic and mechanical locks. It usually includes electronic components and dedicated sensor devices. On most worlds, possession of a security kit is illegal for anyone without the proper permits, such as members of law enforcement agencies or security experts. This item gives its user a +2 equipment bonus on Disable Device checks. It also provides a +2 equipment bonus on Repair checks relating to security systems.

A mastercraft security kit provides a higher equipment bonus(equal to 2+mastercraft rating). All mastercraft security its include a comlink that monitors frequencies typically used in silent alarms, so the user can know if any such alarm has been triggered at any point during the operation.

Sensor Pack
A portable scanning device, the sensor pack is a bulky rectangle featuring a variety of dials and switches, a readout display, and a scanning dish. It provides general details on comm signals, life forms, and energy fields within a 150 ft radius. It also provides a +2 equipment bonus on Perception checks.

A mastercraft sensor pack provides a higher equipment bonus(2+rating) and the radius is increased by an additional 50ft.

Tool Kit
A set of tools for repairing electronic and mechanical devices. It typically includes a variety of pliers, hammers, hydrospanners, circuit testers, and a fusion cutter. a tool kit provides a +2 equipment bonus on Repair checks.

Bacta Tank
This large, specialized tank is filled with the powerful healing agent, bacta, which promotes rapid healing. A bacta tank and a supply of bacta is expensive, so such medical equipment is usually found only in hospitals, on board capital class vessels, and within major military bases. A patient must be equipped with a breath mask and fully submerged within the bacta for the healing agent to do its job. Bacta is a synthetic chemical that consists of gelatinous, translucent red alazhi and kavam bacterial particles mixed within the colorless liquid ambori. The bacterial particles seek out wounds and promote exceedingly fast tissue rejuvenation without scarring.

Any character who has suffered damage can benefit from the bacta tank treatment, but its miraculous properties are most in evidence when used on severely wounded patients. Bacta treatment is the best method for reviving characters that have been reduced to 0 or fewer wound points. Patients undergoing bacta treatment heal at the following rates: Vitality points return at a rate of 3 per hour of treatment, and wound points return at a rate of 1 per hour of treatment.

Medical Kit
This small kit of implements and medicines allows a skilled user to stabilize a dying character or restore lost vitality points through the use of the Medicine skill. It is also necessary for treating dazed, knocked out, or stunned characters.

Medpac
This disposable emergency kit includes a variety of lifesaving drugs and bacta ointments to promote rapid healing. Any character who has suffered wound damage can benefit from the application of a medpac. A medpac restores 2d4 lost wound points when applied to a wounded character and activated. This requires a full-round action and a medicine check(DC 15). The medpac cannot restore more wound points than an injured character has lost.

A mastercraft medpac provides more healing(additional +1d8/rank). A character cannot benefit from the use of a medpac more than once every 24 hours. Using a medpac depletes it completely.

Medpac Applicator
This diagnostic computer and sensor package fits over a medpac. When used to scan a patient, it assesses damage and informs the user how best to apply the medpac. If using an applicator, you do not need to make the medicine check to apply the medpac properly, and the wound points healed are increased by 1. Fitting applicator to a new medpac is a standard action.

Stim packs
These chemical mixtures can come in many forms, as a drink, a pill, a syringe, etc. They can also simulate a wide variety of effects, but they give people something important: a boost. While some are fairly common, powering the overworked and underpaid across the galaxy, stims with more dramatic effects are often restricted to military applications or treated as drugs.

Taking a stim is a move action, but its effects don't kick in until your next turn. Many stims have harmful effects if taken regularly, as noted in each description.


 * Adrenaline: This stim restores half your vitality points. It cannot restore vitality above your normal maximum. Repeated use can damage the body, though. Every time a character takes more then one of these stims without resting, they must make a Fortitude save, DC 13+ the number of stims taken or take 2d8 wound damage.
 * Caffeine: Ignore fatigued or exhausted conditions for 4 hours. If more then one is taken to extend the duration, then the character must make a Fortitude save DC 10+number of Caffeine stims taken in a row, or any conditions staved off come back for twice the duration of the stims taken.
 * Rage Cocktail: This stim may have been developed by the military, but is popular with thugs and criminals. Often highly restricted.

Surgery Kit
This assortment of tools and healing agents contains the instruments a character with the Medicine skill needs to operate on a wounded character. Good for healing grievous wounds/dismemberment, or attaching cybernetics?