An automated medical treatment device, small enough to be carried in a belt pouch. The kit functions when pressed against a human being's bare skin, and automatically displays the person's vital signs. The kit will display some vital signs for non-human subjects, but will not treat them (display: "NOT HUMAN"). There are four functions which can be commanded by the user, and each has 8 doses:
- Wound treatment: heal wounds, apply antibiotics, coagulants, antitoxins.
- Pain relief: spray-injection.
- Stimulant: spray-injection.
- Sleep inducer: spray-injection.
The kit cannot be commanded to overdose a person, and cannot be commanded to use any of the functions if doing so would medically harm the subject. The kit will also display some short messages, providing information for further treatment; the most common message in case of major injury is "BLOOD VOLUME".
A larger (11 lb) version exists in satchel form. It is intended for use by medics or doctors, and contains more diagnostic equipment as well as more drugs and supplies.
d20 Modern Rules: The Medkit can be used in any of the following ways:
- Wound treatment: heals 1d6 hp, negates any chance of infection
- Pain relief: removes any pain-related effects.
- Stimulant: removes fatigue and exhausted conditions for 24 hours. At the end of the 24-hour period, the recipient gains the exhausted condition if fatigued before treatment, or falls unconscious for 8 hours if exhausted before treatment.
- Sleep inducer: Fortitude Save DC 18 or fall unconscious for 8 hours.
The Large Medkit includes all the functions above, but each has 42 doses instead of eight. In addition, it includes the functions of a First Aid Kit and Medical Kit, and its diagnostic gear provides a +2 bonus to Treat Injury checks.