Weapons & Armor
-Heavy Clothing: A very old and stained set of once-white kaminoan robes, this high-collared garament is a lot less regal than it once looked, but various patch jobs of sturdier material make it more functional.
-Poison Gas Grenade: Loaded with Dioxin gas. Hard resilience check, fail inflicts 5 wound, plus 2 strain per threat. Lasts 5 rounds. Stored inside Cybernetic Cavity.
-Retractable Garrote Chrono: a fully fuctional and unobtrustive timepiece with a garrote hidden inside. Difficulty to detect the weapon upgraded twice.
-CS14 "Ghost" Light Blaster Pistol: This incredibly small, light blaster is standard issue for Imperial Intelligence. Requires a daunting perception check (or computers check if using a scanner) to find on a person.
-Needle Gloves: Gloves with retractable needles on the fingertips for delivering poison. Add 3 setbacks to checks determining needle gloves are lethal. Armed with a synthetic standard neuroparalytic.
Personal Gear
-Poisoner's Ring (empty)
-Backpack
-Synthetic Standard Neuroparalytic (2 doses, one loaded in Needle Gloves): Hard resillence check, Stun for 3 rounds on failure, take 1 strain per threat, despairs add extra rounds.
-Handheld Commlink
-Backpack
-Breath Mask
-Nullicaine (2 doses): can apply to self or engaged character with an Easy medicine check. Chose one Easy, Average, or Hard critical injury the character is suffering. On success they take 3 strain and ignore the Critical Injury until the end of the encounter.
-Physician's Kit: Add a boost to all medicine skill checks. Add an Advantage to all successful ones.
-Stimstick (3 doses): Allows the user to remove 1 setback from Discipline, Perception, Resilience, or Vigilance checks to stay awake or notice something due to fatigue or lack of sleep until the end of the encounter. At the end of the encounter the user takes 1 strain.
-Stun Cuffs
-Garrote Chrono
-Securit Sweeper
-Stimpack (2)