Player Core Chapter 6: Equipment

Tech Gear

Tech gear represents a variety of different consumer and specialized equipment used throughout the galaxy. Depending on the situation, your character will need all sorts of items both while exploring and in downtime, ranging from personal datapads to signal jammers. Most technological items can be recharged during rest periods or through other means, such as kinetic and solar energy. Only a few items might need additional batteries, as indicated in their item entry.

The tables starting on page 240 list the Price and Bulk entries for a wide variety of gear you can use to kit out your character. Any item with a number after it in parentheses indicates that the item's Price is for the indicated quantity, though the Bulk entry for such an item is the value for only one such item.

Hands

This lists how many hands it takes to use the item effectively. Most items that require two hands can be carried in only one hand, but you must spend an Interact action to change your grip in order to use the item. The GM might determine that an item is too big to carry in one hand (or even two hands, for particularly large items)

Wearing Tools

You can make a set of tools (such as a maker’s toolkit or medkit) easier to use by wearing it. This allows you to draw and replace the tools as part of the action that uses them. You can wear up to 2 Bulk of tools in this manner; tools beyond this limit must be stowed or drawn with an Interact action to use.

Adventuring Gear

These items follow special rules or require more detail.

Medical Items

The items listed on the following table are the most widely available medical items in the Pact Worlds. Medical items aren't magical. They instead use the properties of chemicals and the latest advances in biotech. As such, medical items don't radiate magical auras, and they can't be dismissed or affected by dispel magic. Their effects last for a set amount of time or until they're countered in some way, typically physically.
Some medical items have the tech trait. Some also have the consumable trait, which means that the item is used up once activated. Rules for creating medical items are found in the Craft activity, and you must have the Serum Crafting skill feat to Craft medical items.

Medpatches

Medpatches are single-use sterile patches designed to be slapped onto a wound or area of concern (such as a clearly diseased or poisoned section of the body) with little skill required. You can only apply a medpatch to a creature within your reach and it's usually impossible to apply a medpatch to an unwilling target unless the target is paralyzed, petrified, or unconscious.

Hypopens

Each hypopen has different possible effects, and higher-level hypopens can be used to produce the effects of lower-level hypopens. You usually activate a hypopen as you inject it into yourself or another creature. You can inject a hypopen only if a creature is within reach and is either willing or unable to prevent you from doing so. You usually need only one hand to inject a hypopen.

Serums

These are pharmaceutical serums; they're technological, or hybrid in some cases, but can be crafted using a laboratory and don't incorporate significant magic. You can activate a serum with an Interact action as you drink it or feed it to another creature. You can feed a serum only to a creature that's within reach and willing or otherwise so helpless that it can't resist. You usually need only one appendage to activate a serum.

Other Consumables

Though many consumable items are grouped into specific categories, such as serums and hypopens, some items don't fit into those categories.