Medkit
Item Profile
- Grade
-
I · Standard - Rarity
-
Common - Tier
-
III · Modern - Cost
- 75
- Weight
- 2 lb
To make: 38 gm of materials and 1 day of work, at a workshop with powered tools. To repair: 10 gm and 1 day. Downtime
Properties
Hover or tap any of these for what it means.
- gearEquipment that is neither weapon nor armor. Carried, worn, or set up and used.
- medical-tools
A hard-shell kit the size of a hardback: sealant, a suture stapler, a broad-spectrum counter-agent and a reader that tells you what is wrong faster than the patient will. Once per short rest, you can spend supplies from it to restore 2d4 + 2 hit points to a willing creature you can touch. After ten uses the consumables must be replenished, at 15 gm in any Tier III or IV settlement.
Rules
-
Once per short rest, spend supplies to restore 2d4 + 2 hit points to a willing creature you can touch. Ten uses, then replenish for 15 gm at any Tier III or IV settlement.
Equipment Line
The same kit across the tiers. Later rungs replace earlier ones.