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The work of the classical spy or intelligence agency quartermaster, these attachments to everyday gear are more-so to implant small tools and bugs than they are to improve the item they're attached to.

To create such an item using a gear mod requires an Average difficulty Skulduggery check or Hard difficulty Mechanics check, due to the fact that the mods not only must be installed in gear that is not typically or easily modified, but also must be well concealed from suspicious eyes.[1]

Small items like datapads, comlinks, glow rods, chronos, and boots can only have one mod or attachment. Large items like travel cases, fusion lanterns, and cloaks may have two or more, depending on the nature of the mod and the discretion of the Game Master, but generally the number cannot exceed the item's encumbrance value.[1]

Modification Price Rarity HP Req. Requirements Features
Comlink Bug 150 4 0 Implant in communications device Broadcasts incoming & outgoing signals of comms to nearby listener
Concealed Climbing Cord 100 2 0 Any piece of gear Climbing cord & grappling hook implanted
Dart Gun 200 4 0 Any piece of gear Fires dart from concealment
Hidden Compartment 50 3 0 Any piece of gear Conceals items within inconspicuous gear
Holo Converter 600 6 0 Any holo gear Replaces output holo with a different identity to that recorded
Retractable Garrote 200 6 0 Any piece of gear Conceals a usable garrote
Self-Destruct System 550 5 0 Any piece of gear Item detonates with variable explosions
Subminiature Holocam 300 5 0 Any piece of gear Can capture images and record inconspicuously
  1. 1.0 1.1 Cyphers and Masks: A Sourcebook for Spies (Page 59)

All items (8)

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