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Malkite Poisoner’s Kit
Malkite Poisoner’s Kit
Type: Illegal assassination tool
Scale: Character
Cost: 800,000
Availability: 4, X
Game Notes:
- Concealable: The Malkite Poisoner’s kit is extremely small (+1D to hide attempts).
- H’gartha Poison: The kit contains a small quantity of h’gartha liquid neurotoxin; each vial is sufficient to kill a single target on contact (causes death within two rounds. There is no known antidote save bacta immersion, though once removed from the bacta the poison again takes effect). The neurotoxin is extremely difficult to detect, even by medical scanners; increase the difficulty of (A) medicine or first aid checks by two levels if the examiner is attempting to locate traces of the poison within the victim.
- Aerosol Spray: The poison can also be administered as an aerosol spray; the poison is highly lethal and the attack must be made from within 0.5 meters of the target (roll Dexterity); failure to make at least a Moderate Dexterity roll indicates that the poison has contacted the poisoner as well, and he suffers the effects of the poison.
- Needles: Needles can also be used to apply the poison; this requires a Difficult sneak check (to puncture the target’s skin without his knowledge) and a Moderate melee combat roll to successfully handle the needle. Failure of either roll indicates that the target is aware of the attack and has two rounds to raise an alert or that the poisoner has fumbled the needle, possibly exposing himself to the poison.
- Disruption Field Override Generator: A disruption field override generator increases the difficulty – by one level – of (A) medicine or first aid rolls when medical scanner is used to determine a victim’s cause of death; the generator must be used within one meter of the medical and requires a Moderate computer programming/repair roll. Success causes the medical scanner to overlook any traces of the neurotoxin.
- “Pheromone Zone” Generator: This device confuses olfactory sensors or organic “food sniffers” into believing food or drink is devoid of poison (increases search or investigation difficulty by one level if such a device is employed to detect the poison; must be used within 3 meters of the “sniffers”).
- Scanner Jammer: The third module jams sensors that can detect foreign substances that are airborne; this device can mask the presence of an aerosol spray poison (increase the difficulty to detect the poison by one level; must be used within two meters of the sensor).
- Heat Sealer: A “heat sealer” instantly closes tiny puncture wound caused by the kit’s needles. The poisoner must place the module directly in contact with the puncture wound; heat-sealing takes one round and leaves no trace of injury (requires a Moderate Dexterity or sneak check).
Source: Gundark’s Fantastic Technology (page 109)