Items

## Binoculars

**Type.** Durable

**Cost.** $125.00 per set

**Passive.** While holding the binoculars, you gain the following benefits:

* Your range of vision is increased to 400 feet.
* You have advantage on all Detection rolls.

**Modify.** These binoculars can be modified to work like Thermal Binoculars.

## Cigarettes

**Type.** Consumable (1 stick)

**Cost.** $10.00 per pack of 20 cigarettes

**Bonus Action.** Smoke one cigarette as a bonus action. You gain 1 temporary hit point. By the beginning of your next turn, you will be surrounded by a thin layer of smoke, which will activate any smoke alarms within 5 feet and make visible any hidden lasers.

**Addiction.** Every time you smoke one cigarette, perform a Resist check DC 8. Upon failure, you are addicted to nicotine.

While addicted to nicotine, until you have smoked at least two cigarettes per mission, you get -1 to all Physical and Communication rolls.

## Claymore Mine

**Type.** Consumable (1 mine)

**Cost.** $150.00 per mine

**Action.** When planting this mine, roll Engineering; your roll is its Mine DC. When any creature or vehicle enters within a 5 foot radius of this mine, or any damage is dealt to this mine, it will explode.

When this mine explodes, all creatures within a 5 foot radius must make a Dodge save against your Mine DC. These creatures then take 3d12 explosive damage, or 1d12 upon a successful save.

**Modify.** The range of this claymore mine is increased to a 10 foot radius.

## Cocaine

**Type.** Consumable (1 use)

**Cost.** $250.00 per gram

**Bonus Action.** Consume one gram of cocaine as a bonus action. You now have 5 Action Points. Expend one Action Point to perform an additional action during your turn. You may only expend on Action Point per turn. Consuming more cocaine will only reset your Action Points to 5. Your Action Points are reset between missions.

**Addiction.** Every time you consume cocaine, perform a Resist check DC 11. Upon failure, you are addicted to cocaine.

While addicted, if you have less than 1 Action Point, you have disadvantage on all saving throws and combat checks.

## Electromagnetic Pulse (EMP) Grenade

**Type.** Consumable (1 use)

**Cost.** $300.00 per grenade

**Action.** Throw EMP grenade at target location within 50 feet. This grenade will detonate at the beginning of your next turn. When it does, all electronics within 15 feet of the grenade will be disabled, and all creatures within 15 feet of the grenade will take 1d4 electric damage, or none upon a successful Resist saving throw against your Throwing DC (10 + your Throwing modifier).

A live grenade can be picked up and thrown back. When this happens, a Throwing saving throw DC 15 is made. Upon a successful throw, the grenade lands at target location within the creature's throwing range and detonates immediately. Upon failure, the grenade explodes in the creature's hand.

**Modify.** The range of the grenade can be altered to range from 5 feet to 20 feet. Alternatively, the damage dealt by the grenade can be increased to 2d4 electric damage.

## Fire Extinguisher

**Type.** Durable

**Cost.** $250.00 per extinguisher

**Action.** Extinguish target creature within 15 feet.

Alternatively, attack target creature within 15 feet. Target must pass a Resist saving throw DC 15 or be Blinded for 2d4 turns.

## First Aid Kit

**Type.** Consumable (1 use)

**Cost.** $100.00 per kit

**Action.** Select target and make a First Aid check DC 15. Target recovers 2d6 hit points, or half upon success.

## Flash Grenade

**Type.** Consumable (1 use)

**Cost.** $50.00 per grenade

**Action.** Throw flash grenade at target location within 50 feet. This grenade will detonate at the beginning of your next turn. When it does, all creatures within 30 feet and line of sight of the grenade must pass a Resist saving throw against your Throwing DC (10 + your Throwing Modifier), else be blinded for the next 1d4 turns.

A live grenade can be picked up and thrown back. When this happens, a Throwing saving throw DC 15 is made. Upon a successful throw, the grenade lands at target location within the creature's throwing range and detonates immediately. Upon failure, the grenade explodes in the creature's hand.

**Modify.** The grenade deals 2d4 explosive damage upon a failed Resist saving throw, or half upon success.

## Flashlight

**Type.** Durable

**Cost.** $10.00 per flashlight

**Passive.** When using the flashlight, you have darkvision for a radius of 40 feet. Additionally, you are no longer able to hide or sneak.

**Action.** Shine flashlight at target creature within 40 feet. Creature must succeed in a contest with their Detection against your Disguise, else be blinded until the beginning of your next turn.

## Frag Grenade

**Type.** Consumable (1 use)

**Cost.** $100.00 per grenade

**Action.** Throw frag grenade at target location within 50 feet. This grenade will detonate at the beginning of your next turn. When it does, all creatures within 15 feet of the grenade will take 2d10 explosive damage, or half upon a successful Dodge saving throw against your Throwing DC (10 + your Throwing Modifier).

A live grenade can be picked up and thrown back. When this happens, a Throwing saving throw DC 15 is made. Upon a successful throw, the grenade lands at target location within the creature's throwing range and detonates immediately. Upon failure, the grenade explodes in the creature's hand.

**Modify.** The grenade deals an additional d12 of explosive damage.

## Gas Grenade

**Type.** Consumable (1 use)

**Cost.** $400.00 per grenade

**Action.** Throw gas grenade at target location within 50 feet. This grenade will detonate at the beginning of your next turn. When it does, a 30-foot spherical cloud of gas is formed for 5 turns. Every creature who begins or ends their turn in the gas takes 4d6 temporary sleep damage, or half upon a successful Resist saving throw against your Throwing DC (10 + your Throwing Modifier).

A live grenade can be picked up and thrown back. When this happens, a Throwing saving throw DC 15 is made. Upon a successful throw, the grenade lands at target location within the creature's throwing range and detonates immediately. Upon failure, the grenade explodes in the creature's hand.

**Modify.** The damage type of the gas grenade can be changed from sleep to poison.

## Heat Vision Goggles

**Type.** Durable

**Cost.** $1,500.00 per set of goggles

**Passive.** You are able to see heat signatures in a 100 foot radius: creatures, electronics, hidden lasers, mines, and traps.

## Lighter

**Type.** Durable

**Cost.** $2.00 per lighter

**Bonus Action.** Ignite one small, flammable object.

**Action.** Burn target creature within touching distance. Creature must succeed in a contest of its Dodge *or* Resist against your Unarmed skill, else take 1 fire damage.

## Liquor

**Type.** Consumable (1 use)

**Cost.** $4.00 per bottle

**Action.** Down a bottle of liquor as an action. You are now drunk. Your drunkness will end after 10 - your Resistance Modifier turns have passed.

While drunk, you are affected by the following:

* Your melee weapon and unarmed attacks deal an additional +2 damage.
* All melee weapon and unarmed attacks against you are reduced by 2 damage.
* You have advantage on all intimidation and performance rolls.
* You have disadvantage on all bargaining, deception, etiquette, persuasion, and Intellectual rolls.

**Addiction.** Every time you drink a bottle of liquor, perform a Resist check DC 8. Upon failure, you are addicted to alcohol.

While addicted to alcohol, if you are not drunk, you get -1 to all Intellectual Rolls.

**Other Features.** Can be transformed into a molotov cocktail.

## Lockpick

**Type.** Consumable (1 use)

**Cost.** $15.00 per lockpick

**Action.** Attempt to pick a lock using a Lockpicking skill check against the lock's AC.

**Modify.** The user gets an additional +1 to Lockpicking when using this lockpick.

## Molotov Cocktail

**Type.** Consumable (1 use)

**Cost.** One bottle of liquor

**Action.** After lighting the rag as a bonus action, throw molotov cocktail at target location within 40 feet. The cocktail will detonate the instant it hits the ground. When it does, a 15 feet circle of fire is created, and every creature must make a successful Dodge saving throw against your Throwing DC else be ignited, taking 1d4 fire damage until they put themselves out as an action.

Every creature who begins or ends their turn in the fire takes 2d4 fire damage, or half upon a successful Dodge saving throw against your Throwing DC (10 + your Throwing Modifier).

## Morphine

**Type.** Consumable (1 use)

**Cost.** $200.00 per syringe

**Action.** Inject morphine syringe as an action. You are now resistant to all melee weapon, unarmed, and ballistic damage for the next hour.

**Addiction.** Every time you inject a syringe of morphine, perform a Resist check DC 13. Upon failure, you are addicted to morphine.

While addicted, until you inject morphine once per mission, you are vulnerable to all types of damage.

## Multi-tool

**Type.** Consumable (1 use)

**Cost.** $30.00 per multi-tool

**Action.** Attempt to hijack a wired device using an Engineering skill check against the object's AC.

**Modify.** The user gets an additional +1 to Engineering when using this multi-tool.

## Nightvision Goggles

**Type.** Durable

**Cost.** $1,000.00 per set of goggles

**Passive.** In pitch black environments, you can see perfectly in a 100 foot radius. In light environments, you are blinded.

## Painkillers

**Type.** Consumable (1 use)

**Cost.** $75.00 per bottle

**Action.** As an action, swallow the contents of one bottle of painkillers. For the next 3d6 turns, you are resistant to all types of damage for the next 3d6 turns.

**Addiction.** Every time you down a bottle of painkillers, perform a Resist check DC 13. Upon failure, you are addicted to morphine.

While addicted, until you consume a bottle of painkillers during the mission, you are vulnerable to all types of damage.

## Rebreather

**Type.** Durable

**Cost.** $700.00 per rebreather

**Passive.** When wearing the rebreather, the following applies:

* You are able to breathe underwater for up to 1 hour.
* You are not able to speak.

## Satchel Charge

**Type.** Consumable (1 use)

**Cost.** $2,500.00 per satchel charge

**Action.** Detach detonator and throw satchel charge at target location within 20 feet.

**Bonus Action.** Detonate satchel charge using the detonator. All creatures within 20 feet and line of sight of the satchel charge must pass a Resist saving throw against your Throwing DC (10 + your Throwing Modifier), else take 3d12 explosive damage, or 1d12 upon success.

**Modify.** Satchel charge deals an extra d12 of damage.

## Stun Grenade

**Type.** Consumable (1 use)

**Cost.** $50.00 per grenade

**Action.** Throw stun grenade at target location within 50 feet. This grenade will detonate at the beginning of your next turn. When it does, all creatures within 10 feet and line of sight of the grenade must pass a Resist saving throw against your Throwing DC (10 + your Throwing Modifier), else be stunned until the end of their next turn.

A live grenade can be picked up and thrown back. When this happens, a Throwing saving throw DC 15 is made. Upon a successful throw, the grenade lands at target location within the creature's throwing range and detonates immediately. Upon failure, the grenade explodes in the creature's hand.

**Modify.** The grenade deals 2d4 explosive damage upon a failed Resist saving throw, or half upon success.

## Surgical Tools

**Type.** Durable

**Cost.** $1,100.00 per set

**Passive.** This toolset provides its user the following benefits:

* If a creature is making death saving throws, you may make a First Aid saving throw DC 14 to help them. Upon success, this creature survives and is given 1d6 hit points. Upon failure, the target bleeds out during surgery and dies.
* Whenever you are applying a first aid kit (or similar healing item) to a creature, roll an additional healing die.

## Thermal Binoculars

**Type.** Durable

**Cost.** $2,500.00 per set

**Passive.** While holding the binoculars, you gain the following benefits:

* Your range of vision is increased to 400 feet.
* You have advantage on all Detection rolls.
* You are able to see heat signatures in your range of vision: creatures, electronics, hidden lasers, mines, and traps.