Standard gear kit must haves. - Printable Version +- Georgia Pathfinder Society (https://gapfs.org/forum) +-- Forum: General Category (https://gapfs.org/forum/forumdisplay.php?fid=4) +--- Forum: General Starfinder Discussion (https://gapfs.org/forum/forumdisplay.php?fid=36) +--- Thread: Standard gear kit must haves. (/showthread.php?tid=677) |
Standard gear kit must haves. - Jon - 05-10-2018 We have had Starfinder long enough for some players to develop gear must haves on their various characters in organized play. So share your thoughts to start the recommendations for list. First item for consideration the Radiation Badge. For a 100 creds this could save you from finding out that the group wandered into a radiation hazard when the GM ask you to roll the saves like in "The Commencement". Second item for consideration is the Med Patch. For 50 creds it covers: long term stabilization, poisons, disease, and first aid with a +10 circumstance bonus for untrained users. It's useful for those condition afflictions that low level mystics would not have enough spell slots for; taken the spell to remedy; or the table that lacks mystic support. Arc caster pistol 50 foot range increment and has a stun setting for taking things alive; with a flip of the switch to set to kill and wreck those stun immune creatures as well. Emergency Beacon 100 creds for your panic button to allow your party mates to find you if you're injured and not in the immediate proximity of the group. (Why are you bleeding out without backup to save you?) Zipstick 10 creds Need this item to make use of this game's version of gorilla tape. Ion Tape 275 creds for a roll of this game's version of gorilla tape. Nanopens various prices - A mundane technology way to simulate a curative spell effects. Personal favorite - Grey remove radiation - great for use in the field in the vast. Aerosol spray 80 creds for locating optical triggers or flushing out invisible foes adjacent to you. Lighter 1 cred Very useful in many ways and the first friend of the pyromaniacs in the party. Fire extinguisher 15 creds Very useful in many ways because of the pyromaniacs in the party. Tool Manual 25 credits Here's the shovel you need to dig your own grave with. Gives a +1 circumstance bonus on the skill and ability checks it's associated with. Big plus doesn't use batteries. Foam grenades various prices Very useful, especially since the pyromaniacs in the party have upgraded their incendiary implements. Smoke grenade 40 creds- Instant cover in many cases to aid in a combat or cover the bug out. Available in many colors? like hazy purple. RE: Standard gear kit must haves. - pgfrix - 05-24-2018 (05-10-2018, 01:48 AM)Jon Wrote: Second item for consideration is the Med Patch. For 50 creds it covers: long term stabilization, poisons, disease, and first aid with a +10 circumstance bonus for untrained users. It's useful for those condition afflictions that low level mystics would not have enough spell slots for; taken the spell to remedy; or the table that lacks mystic support. Some other considerations specific to the Med Patch: 1. 'Stabilization' Utility vs Serum of Healing Mk I - for the same price, you choose between a 75% or better chance of stabilizing a downed ally and keeping them down versus bringing them conscious with enough HP to run and/or get downed again. This is obviously very situational, and it seems like it's good to just have both options available. 2. Poison/Disease Utility - at low-ish levels, you're again looking at 75% or better chance of providing a bonus to a subsequent save vs poison/disease which is identical to that provided by a L1 medicinal at a cost of 150 cr. Again, situational, but it seems like 3X price is expensive for the prophylactic value of the medicinal. RE: Standard gear kit must haves. - pgfrix - 05-24-2018 Notes for General Emergencies: Second Skin - Expect much table variation regarding exactly how wearing multiple armors 'stack', but if nothing else, you keep this 'magic underwear' around long after you stop using it on a daily basis for the same reason chain shirts = paladin PJs in PFRPG. You can sleep soundly at night knowing that if the centimeters of metal and composite that separate you from hard vacuum are breached, you'll have 24 hours to mull over your fate before you expire. Smoke Grenade - This is your escape hatch from tactical combat, much like Obscuring Mist in PFRPG. Drop one or several before you flee a combat. RE: Standard gear kit must haves. - pgfrix - 05-24-2018 Notes for First Contact: Spell Gems: Comprehend Language, Share Language - sometimes these staples are just forgotten. R2Es: Slightly lighter than field rations, offering candy to ETs is something of a trope. Comm Unit: At the low, low price of 7 cr, it's a cheap, flashy bauble that's a great gift; also, it's an emergency data storage device. Generally Indispensible: Industrial Backpack - do you like carrying stuff? Professional Clothing - do you have a Day Job? |