Smuggler’s Trenchcoat:
Checks made to find anything hidden within a Smuggler’s Trenchcoat while it is being worn are opposed by the Skulduggery of the wearer. The coat can conceal up to 2 encumbrance worth of items.
Concealment Holsters:
add 1 set back (black die) to Perception checks to discover the presence of the concealed weapon, but may only hold light blaster pistols or holdout blasters.
Concealed Escape Kit (gain all of the abilities listed bellow):
upgrade the ability of all Mechanics and Skullduggery checks made to escape confinement once.
The laser cutter works for a single round before its energy cell burns out, usually just enough time to destroy a mechanical lock or cut a metal bar.
The mono-knife has the following profile:
>>Melee; Damage brawn+1; Critical 3; Range [Engaged]; Pierce 1.
Characters upgrade the difficulty of checks to detect a concealed escape kit twice
Stempack:
heal with no roll necessary.
The 1st stimpack used on a character recovers 5 Wounds.
The 2nd stimpack only recovers 4 Wounds,
the 3rd stimpack recovers 3 Wounds,
the 4th stimpack recovers 2 Wounds
the 5th stimpack recovers 1 Wounds
This means that a sixth stimpack will have no effect,
It requires one Maneuver to inject a stimpack.
The character administering the stimpack must be Engaged with the target to treat them.
Characters must spend a full night's rest or wait at least 24 hours before stimpacks can be used at their full effectiveness again.