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Medical and Repair Items

Page history last edited by PBworks 13 years, 2 months ago

Savaged Knights

Medical Packs and Repair Kits

Medical packs provide assistance to the wounded by removing some number of wounds. All uses of a medical pack are based on a Healing roll by the person administering the pack. A medical pack can remove a Shaken condition or a wound (user’s choice). Certain medical packs provide additional benefits for raises. Anyone cured by a medical pack must make a Vigor roll or gain a Fatigue level.

 

Repair kits provide the same functionality as a medical pack; however repair kits use the Repair skill. Droids must make a Vigor roll after every use of a repair kit. On a failed Vigor roll, the circuitry in the droid becomes overloaded, causing a -1 to all Trait tests until the droids internal compensators stabilize the problem (in 1d6 hours).

 

Advanced Medpac

An advanced medpac contains an improved array of equipment for the treatment of wounds. They cannot be used by droids.

  • Removes Shaken condition
  • Removes 2 Wounds
  • Each raise removes additional wounds (or Shaken)

 

Advanced Repair Kit

Included are an improved assortment of tools and parts needed for a droid to repair itself after being damaged in combat. This kit can't be used by living beings.

  • Removes Shaken condition or 2 Wounds
  • Each raise removes additional wounds (or Shaken)

 

 

Antidote Kit

This kit contains wide-spectrum antidote hypospray injectors designed to neutralize all known poisons. Lowered attribute scores are returned to normal and physical damage is halted. Damage already suffered must still be healed by other means.

  • Automatic success on poison check for one poison.
  • Must be administered within 2 minutes of being poisoned (or before the poisons effects are final whichever is sooner).
  • A raise gives the user immunity to the specific poison treated for a full day.

Life Support Pack

A life support pack contains dermal regenerators and other equipment for the treatment of wounds.

  • Removes 3 Wounds
  • Healing -2 to administer
  • Does not remove Shaken condition
  • Vigor -1 to avoid Fatigue

Medpac

A medpac contains essential equipment for the treatment of wounds. They cannot be used by droids.

  • Removes 1 Wound or Shaken Condition
  • Removes additional wound or Shaken condition on Healing raise (no further raises have any effect).

Repair Kit

Included are the basic tools needed for a droid to repair itself after being damaged in combat. This kit can't be used by living beings.

  • Removes 1 Wound or Shaken Condition
  • Removes additional wound or Shaken condition on Repair raise(no further raises have any effect).

Squad Recovery Stim

Each squad recovery stim includes a number of fittings to be placed on every member of the group (automatically done at purchase). This unit also includes electro-stim fittings that spur the auto-repair functions of droid group members. The Squad Recovery Stim does not require the use of the Healing Skill.

  • Removes 1 Wound or Shaken condition on living creatures or droids
  • Can be used on up to 6 characters at once.
  • Fittings are pre-installed using the Healing skill.
  • Squad Recovery Stim can only be used once per day.

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