The rules don't really state how many uses an Emergency Medpac is good for. Is it one, or is it more? So far in our game I have used the Emergency Medpac I purchased at character creation in every session (finished Escape from Mos Shutta) and now a couple of sessions into The Long Arm of the Hutt) sometimes multiple times in a session. This question also applies to the more robust Medpac itself. How have others treated this? I also assume that if either or both have limited number of uses (to reflect the use of supplies in the kits) that one would be able to replenish these supplies at a cheaper price than having to buy a complete pac.
Edited by GreenspectreQuestion on Emergency Medpac/Medpac
It doesn't specify in the rulebook, but I would assume that these are limited use items or they would have been more specific about how they are used. I see the emergency medpack as a one- or two-time trauma kit of sorts, lots of gauze, basic field surgery tools, medications, bandages, etc... I imagine them as being compact, sterile kits though, that you have to 'break the seal' to get at the contents in order to avoid infections/contamination and the like. This would have very limited re-usability in my opinion. Maybe 2 or 3 times tops before being consumed. It does say that it has a computer, vitals scanner, metal surgical tools/knives...so as a GM I'd say use 3 times per session, then pay 50 creds to 'restock/sterilize' the kit. I imagine the actual med-kit would last much longer, but it is also less portable. Say 10 uses, then pay 100 to 'restock/sterilize.' I'd have to think about it a little more, and maybe even try it out in-game, to see how this worked. Obviously the kits are more effective when used by someone with several ranks of medical skill...
Edited by Brother BartHonestly, I think they are just assumed to be "restocked" during downtime, and that the materials inside are narrative driven. Worked on six people already and now someone's injured? GM will probably use this as the time that it's empty, especially if they use a Destiny Point to narrate that. Or you can expect them to run out when a Despair pops up.
Now, IIRC (been kinda busy and can't get my book out of my office at the moment), the emergency medpacs just give you the tools you need to do the job (negating any setback dice from lack of tools), while the standard medpac gives you a Boost die and a Stimpack per scene (as long as it doesn't get abused).
The game's been doing a lot of narration, apparently, so go with some common sense.
The emergency medpac isn't necessarily limited use, it's just that it's not as versatile as the full-on medpack (which provides a bonus die). Most starships have one or two emergency medpacs aboard, but the full-on medpac is uncommon unless there is a trained caregiver around.
I agree with HappyDaze here, and LibrariaNPC.
The idea with this, as with the Extra Reload s , as I see it is that these items are only limited in use if the group spend a long time away from civilisation. When on more civilised worlds and areas, I'd consider any downtime to be spend replenishing the kit/pack at minimal cost, if any. And I also think this is the assumption behind the not so specific write up.
So when a part of my group is now lost and alone in the jungles and mountains of Dathomir, then after a few encounters and a bunch of healing, the medpack of the doc (if she'd remembered it when she left the ship) would be used up so to speak, it's not never ending. So unless some survival/knowledge xenology/medicine check to find appropriate replacements in plants, roots, juices, berries, etc, the medpack is gone, no more free stimpack, no more boost die, in the long run, it'll just turn into 1 or 2 encumbrance worth of garbage. Same with the emergency medpack. In the long run these are just empty containers with nothing left for medical use.
Edited by JegergryteWhat Jegergryte said. I'm just letting my players take unlimited uses of their medpack (although only once per PC per encounter, of course) while they're in the sort of surroundings where a restock would be available. If they suddenly found themselves out in the wilderness and had to do lots of healing I'd tell them that they were running out.
Of course, if someone wanted to use Vigilance or Survival to improvise some refills that would be entirely appropriate.
Generally I just don't think that the extra work of keeping track is worth whatever few credits it would cost to restock it. Remember, a brand new medpack costs only 400 or so credits. I just let them use it and assume it's refilled for petty cash between adventures.