Voidrunner Toolkits
In addition to the less-technological tools in Adventurer’s Guide, these toolkits allow you to perform specialized tasks such as repairs on the specific type of equipment or vehicle or the collection and interpretation of detailed scientific data. If you lack the proper toolkit, tasks that would use it may be impossible, or at best, all checks will be made with disadvantage. You must be proficient with specialist’s tools to use them.
ITEM |
COST |
WEIGHT |
---|---|---|
Computer Technician Kit | 200 cr | 5 lbs. |
Cybernetics Kit | 350 cr | 8 lbs. |
Engineer's Toolbox | 600 cr | 20 lbs. |
Field Laboratory | 2,000 cr | 100 lbs. |
Hacking Tools | 500 cr | — |
Medical Pouch (Crash Kit) | 250 cr | 5 lbs. |
Multi-Scanner A | 500 cr | 1 lb. |
Thieves' Tools | 25 cr | 1 lb. |
A This is an advanced item.
Computer Technician Kit. This kit includes specialized opening tools, a multimeter, spare parts, thermal compound, and an assortment of cables and adapters. It is used for setting up and performing basic repairs on computer systems or mechanical creatures from an ICD up to a battle droid.
With 10 minutes work and a DC 10 computer technician kit check, you can repair a construct or synthetic lifeform (such as an android) or device. The creature or device regains 1d4 hit points, plus an additional 1d4 hit points if the check’s result is 15 or higher. The Narrator might set a higher DC for specialized repairs or decide that such repairs require more time or additional equipment. Fixing a sentinel droid’s malfunctioning gyroscopic systems, for example, might require a DC 20 check.
Cybernetics Kit. Contains a mixture of spare parts, anti-rejection drugs, specialized instruments, and basic first aid supplies. This allows you to perform field maintenance and repairs on a creature’s cybernetic implants. It can also be used once as a first-aid kit, but then 2 credits must be spent to replenish the expended supplies before the kit is useful again.
Disguise Kit. This pouch of props, costuming, and cosmetics lets you change your physical appearance. A creature observing you after you make a disguise kit check must make a Perception check (DC equal to the result of your disguise kit check) in order to see through your disguise.
Engineer's Toolbox. This kit contains wrenches, bolt drivers, instruments, and so on to work on the drive, braking, navigation, and suspension systems. With 10 minutes work and a DC 10 tools check, you can repair a machine, vehicle, or starfighter. The machine, vehicle or starfighter regains 1d4 hit points, plus an additional 1d4 hit points if the check’s result is 15 or higher. The Narrator might set a higher DC for specialized repairs or decide that such repairs require more time or additional equipment. Fixing a wrecked starfighter engine for example, might require a DC 20 check.
The toolbox also contains a standard-issue military field maintenance kit for modifying and repairing high-tech weapons and armor. It includes the small drivers, hardening sprays, and cleaning supplies needed to keep a soldier’s combat gear working.
Field Laboratory. A semi-portable lab with various scientific instruments, sample containers, and reagents allows a creature proficient with the Science skill to perform various types of testing such as identifying substances or organisms, measuring environmental effects such as barometric pressure and seismic activity, and other similar tasks. Some tasks may only be possible with a Field Laboratory, but ones that do not require it (Narrator’s discretion) are made with advantage instead.
Hacking Tools. Hacking tools resemble common datapads containing potent hacking programs, but they can also be more custom-rigged device amalgams that better reflect their less-than-legal purpose. If you are proficient with hacking tools, you can use an action to begin a hack by making a hacking tools check against a DC determined by the security of the device being hacked. If successful you begin hacking that device, while hacking a device your hacking tools cannot be used to hack another device until the previous hack attempt ends.
Medical Pouch (Crash Kit). Often referred to as ‘crash kit’, the professional version of a first-aid kit, crash kits are most useful to those with formal medical training. Any creature can expend one use to stabilize a dying creature without the need for a Medicine check, even if they are not proficient.
However, creatures with proficiency in Medicine can spend a use of the kit to greater effect. When a creature proficient in Medicine makes a Medicine check with the kit to stabilize a creature, the creature recovers 1d6 hit points for every 5 points the DC of the check is exceeded by (1d6 on a result of 15, 2d6 on a result of 20, etc.) The kit can be used 5 times before being depleted. Replacement supplies cost 25 credits per use.
A medical pouch can also be used to remove a condition from an adjacent creature, as long as the condition is a temporary condition and originally required a saving throw to avoid or resist and is on the following list: blinded, charmed, deafened, paralyzed, poisoned, slowed, stunned. Use an action to make a Medicine check with a DC equal to the saving throw DC originally required to resist or avoid the condition. On a success, the condition is removed. At the Narrator’s discretion, certain conditions may not be removable in this manner, and a creature can only benefit from this feature once per long rest.
Multi-Scanner. This handheld device can analyze the chemical makeup of a substance, diagnose illnesses or injuries, determine the levels of any known type of radiation, measure temperature, wind direction, and barometric pressure, carbon-date a sample of organic material, scan the genetics of a creature, detect life forms, and so on. Any sort of reading that could be supplied by a specific scientific or medical instrument can be quickly and accurately supplied by the multi-scanner.
Getting a scan of a target within 10 feet requires one action, and uses either the Science or Medicine skill depending on the nature of the scan. Using a multi-scanner gives you advantage on Science and Medicine checks, and an expertise die on Engineering or Investigation checks where precise scientific data would be useful. This is an advanced item.
Thieves' Tools. This set of technical instruments are used to open mechanical locks. You can use an action to open a lock by making a thieves’ tools check against a DC determined by the quality of the lock being picked.