Debugger: A palm-sized signal scrambler, these generally won’t interfere with high power transmissions, such as the Cortex, but they play merry hell with most electronic bugs in a 15’ radius.
Disguise Kit: A suitcase filled with makeup, hair dye, wigs, fake beards, plasticskin, noses, ears, etc. Basically everything a professional spy might need, including several bottles of pills designed to alter the user’s skin tone and a few sets of ‘John Doe’ artificial fingerprints that adhere seamlessly and remain good for 24 hours.
Eavesdrops: If you want to know what people are saying behind your back, this is the way to find out. The microphones (no larger than the size of a pinhead) can be hidden anywhere within 30 feet of the transmission hub. The hub collects the audio data and stores it (up to 48 hours from each eavesdrop) or transmits it all in one burst. It can also transmit constantly at a range of up to half a mile.
Fake IdentCard: Alliance IdentCards are extremely hard to actually fake, since they are embedded with hardwired microchips containing important data about the holder. As a result, it’s easier to steal someone else’s card and apply your face to the picture, even though this means the card will likely get you caught if anyone puts it through a card-reader. A truly usable fake IdentCard can be obtained only at obscenely high cost, and even then it won’t match Cortex records, meaning careful examination will reveal the fraud.
Laserlight Mist: A small can of mildly reflective aerosol mist will reveal security alarms and barrier fields, laser trip wires, and so on without setting off alarms. The mist dissipates within two turns.
Lock picks: An assortment of small picks and wrenches for opening locks rolled up in a piece of cloth. Not worth much, since old-fashioned mechanical locks are rarely used where there’s anything worth stealing.
Lock picks, Electronic: Especially in the Core, most locks are electronic in nature and require either overriding a keypad or transmitting a code before they’ll open. This little pack of gadgets can help accomplish both.
Mag Charge: A short-range, electromagnetic pulse charge, about the size of a large battery. Unless the electrical equipment is hardened against EMP waves (which is extremely difficult, if not impossible to do fully), all electrical equipment in the 10’ affected radius will short out and stop working until repaired. Most ships possess enough redundancies so that one of these will not cause fatal problems, but using them aboard a space vessel or atmospheric craft is not advised.
Optical Bomb: A bundle of LEDs and fiberoptic cabling around a capacitor, optical bombs are designed to temporarily blind an opponent (and possibly nearby security cameras), making it easier to disable said opponent. To be truly effective, the bomb must go off within 15 feet of people and 10 feet of cameras and must be within the line of sight of the people and cameras. An NBC mask will protect a person’s eyes from this, while some more
expensive security devices have an auto reactive coating to protect cameras from such attacks.
Poison, Kortine (Debilitating): If a dose (usually about two milliliters) of this poison enters a victim’s bloodstream, it will do 1d8 Stun damage each turn for six turns, with extra Stun counting as Shock Points. Unless a further dose is applied, the poison will not raise a victim’s Shock Points high enough to put him into a coma (so maximum Shock Points from Kortine is equal to a victim’s Life Points –1). If ingested, the effects are the same, but the Damage is only 1d4/turns.
Poison, Cyanol (Lethal): Equally lethal by ingestion or injection, a milliliter of this poison will do 2d12 Wound damage and the victim must make a Hard Endurance roll (see Chapter Five: Keep Flyin’). Failure indicates death by heart attack.