Agency Devices

Agency Requistion Equipment (AGENCY CHARACTERS ONLY)

Description:

Automatic Key

Requisition Modifier: -2
Looking rather like a spring-loaded sixshooter with some sort of overly complicated dentist’s probe protruding from the barrel, the automatic key adjusts to the tumblers of a keyed lock and opens it. The process takes only seconds.
The automatic key opens any keyed lock with a successful Smarts roll (at +2 if the user has the Lockpicking skill).
Malfunction: Failure on the Smarts roll means the automatic key has been damaged, and requires a Repair roll (–4) before it functions again. On snake eyes the automatic key is irreparably destroyed and the lock is jammed (requiring a Repair roll to fix).

Black Duster

Requisition Modifier: -1
This article of clothing is responsible for the nickname given to Agency spooks out West—“men in black.” An Agency-made black duster has heavy cloth strips and light chain armor pieces sewn into the lining to provide some protection for the wearer’s upper body. These strips give the spook Armor +2 on the torso and arms.
The duster is cut along the sides to allow the spook to draw her weapon easily.
Furthermore, the pockets have slits so the operative can sneak her hands to a holstered weapon without them leaving her pockets. There are also numerous interior pockets where the Agent can hide small items. Any cowpoke searching the wearer without removing the duster gets a –2 to all Notice rolls to find small items hidden in the coat.

Boot Knife

Requisition Modifier: 0
No, we don’t mean a holdout knife stuffed into a boot sheath—although some operatives do carry those as backup weapons. Agency boot knives are actually built into the sole of the shoe and spring-loaded so the spook can extend and retract the 2” to 3” blades with a little bit of toe dexterity or perhaps a special heel tap. A boot knife does Str
d4+1 damage (AP 2).

Code Wheel

Requisition Modifier: +0
The code wheel is a common method of encrypting and decrypting secret communications. The device consists of flat disks that turn independently of each other, with two or more alphabets inscribed on the outer rim. Two parties need only set their code wheels to the same position. A message is translated by substituting each letter in the message with the matching one on the outer wheel. Using a code wheel requires only a Smarts roll. By the same token, breaking a code is relatively simple—it takes only a Smarts roll (–4), or a Knowledge (Cryptology) roll at –2.

Disguise Kit

Requisition Modifier: -2
A favorite of Nevada Smith, the “Man of a Thousand Faces,” this collection of makeup, wigs, false beards, moustaches, and other accessories is designed to assist an operative in disguising his or her identity. It provides a +4 bonus to Persuasion rolls made to convince others of the ruse. Agents lacking the Persuasion skill may ignore the –2 penalty for unskilled rolls when using the kit. The kit also contains a few hard-to-come-by articles of clothing, including uniforms for both Union and Confederate officers, a selection of rank and branch insignia for said uniforms, and replica badges for both Union and Confederate law men (including US Marshals). The kit is fairly large and comes in a plain, medium-sized steamer trunk.

Ectoplasmic Calcifier-MK II

Requisition Modifier: -6 (Grade 4 and Above)
This is one of the most unusual items in the Agency’s arsenal. The device resembles a souped-up flamethrower with a single large tank and electrical coils wrapped around the firing nozzle. When activated it spews out what looks like flaming electricity, but is actually a colloidal suspension of ghost rock particles mixed with a saline solution and adhesives.
Against normal folks, the calcifier is fairly useless unless your goal is to slime ’em. Against non-corporeal targets (that’s “ghosts” for all you superstitious types), the electrical charge, combined with the colloidal solution, can somehow render these targets temporarily corporeal—and vulnerable to normal attacks! This state wears off quickly, so the spook had best have another weapon close at hand to dispatch the abomination.
The operative makes a Shooting roll. If he hits, the entity must make a Spirit roll. If he hits with a raise, the Spirit roll is at –2. If the incorporeal enemy fails, it becomes corporeal for 1d6 rounds. The tank holds enough liquid for 10 shots, and can only be refilled at the Denver or Boston Agency facilities.
Malfunction: If snake eyes come up on the Shooting roll, the calcifier backfires and instead turns the operative incorporeal. For 1d6 rounds treat the hero as if he had the Ghost Edge for Harrowed (see the Deadlands Player’s Guide), but he remains incorporeal for the duration.
Note: Allow 2 to 8 weeks for delivery.

Exploding Pocketwatch

Requisition Modifier: -1
A common timepiece packed with enough explosives to make it the equivalent of a stick of dynamite (see the Deadlands Player’s Guide). It is activated with a Smarts roll by depressing the handle on its top several times.
Two presses turn it into the equivalent of a hand grenade (it explodes upon contact when thrown). Three presses turn it into a time bomb (the amount of time until the explosion is set with the hands of the watch).
Malfunction: If the user’s Smarts roll results in snake eyes, the watch explodes in his hand for full damage.

False Coin

Requisition Modifier: +1
The two sides of a false coin screw tightly together to create a tiny interior compartment. For practical purposes only $5, $10, and $20 coins can conceal compartments of any useful size. Each coin can hold a single carefully folded note or map up to 4” square.
Anyone unaware of a false coin’s true nature must succeed on a Notice roll (–4) to detect its purpose. Agents using these devices ought to exercise caution—entire operations have been botched when secret plans were mistakenly used to tip a bartender.

False Playing Cards

Requisition Modifier: +1
False playing cards are one of the most unexpected methods of concealing documents or maps. These cards are actually two-ply; the face and the back are connected by a thin, gummy adhesive, which allows information and/or map segments to be secreted between the two pieces.
Detecting a false deck is difficult, normally requiring a Notice roll at –4. However, your average card sharp seems to have an unusually good eye for catching out-of-theordinary decks. A Gambling roll (–2) tells a sharp-eyed card player something’s up, so operatives shouldn’t use these in a “friendly” game in the saloon!

Gatling Carbine

Requisition Modifier: -2
The Agency carbine rifle has four revolving barrels and a top-mounted circular magazine. The magazine contains a clockwork mechanism to rotate the barrels as each round is fired. The carbine also has a spring built into its receiver to assist in the rotation, or to operate the weapon should the magazine fail.
Malfunction: On a roll of a 1 on the Shooting die (regardless of the result of any Wild Die), the user spins about wildly, spraying bullets everywhere. Treat this as a Suppressive Fire attack against everyone in a Large Burst Template centered on the user. The weapon can’t injure more victims than it has bullets remaining.

Ground Stake

Requisition Modifier: +1
A ground stakes is roughly the size of a railroad spike (and closely resembles one), but with a screw-off cap and hollow compartment inside. Operatives can place messages or maps inside and hammer the stakes into the ground at a designated location, then provide exact directions to the recipient. The top of the stake can be left exposed, or covered with a layer of dirt to further conceal its position from prying eyes.
A ground stake can hold a surprising amount of goods, including 10 rifle bullets or a single-shot derringer.

Impenetrable Vest

Requisition Modifier: +0
The so-called “impenetrable vest” is really anything but. It provides the hero’s torso with Armor +2 against all attacks—which means some attacks will be deflected while others won’t. However, the impenetrable vest isn’t designed to be a suit of armor. It’s meant to provide some protection while concealing its true nature from observer. In this it succeeds quite well. On the outside, the impenetrable vest looks exactly like a normal vest and is available in a variety of styles, from leather trail clothing to posh wool or tweed. It’s also available as a girdle for female operatives.

Listening Cone

Requisition Modifier: +2
This invention is little more than a brass cone the size of a shot glass, with a pair of rubber diaphragms inserted into the narrow end. Spooks use it for listening at doors, thin walls, and other barriers behind which folks hide to discuss nefarious plots. The wide end goes on the barrier and the narrow end into the operative’s ear. The device gives a +2 to Notice rolls to overhear sounds behind the barrier.

Mnemomizer

Requisition Modifier: -4 (Grade 3 and Above)
The mnemomizer is a small, palm-sized, silver globe that opens when certain panels are pressed in the right order (to prevent others from using it or it going off while in an Agent’s pocket). See the Deadlands Player’s Guide for all the details.

Pistol Cane

Requisition Modifier: +0
The cane has a long pistol barrel concealed in its length and a firing mechanism in the handle. The barrel is so long because it incorporates a series of sound baffles, greatly reducing the noise of the shot. Shots fired from the cane are fairly quiet, but impose a –2 on Shooting rolls. A nearby bystander must make a Notice roll (–2) to hear the report. Farther away, the sound is barely noticeable.
Malfunction: If a Shooting roll results in snake eyes, the baffles give out without reducing the noise of this shot even a smidgen. They must be replaced before the cane will fire quietly again.

Sword Cane

Requisition Modifier: +2
The sword cane consists of a rapier (see the Deadlands Player’s Guide) concealed within the body of a cane. A twist of the handle and the operative can draw 2½ feet of sharpened steel with which to defend himself!

Telegraph Tap

Requisition Modifier: -2
A telegraph tap allows an operative to cut into a telegraph line at any point along its length. The tap consists of a set of wire cutters, a receiving coil, and a set of earphones.
A tap can receive and transmit messages. The user chooses whether to allow the message through interrupted, alter it slightly, or stop it completely. This device is handy not only for monitoring the communications between individuals under observation, but also to aid in media control. A few changes to a pesky Epitaph reporter’s story turn it from a dangerous exposé to a back-page fluff piece.
To make proper use of this device the character must make a Repair roll, or barring that a Smarts roll (–2). Also, it’s likely the agent must climb a telegraph pole to tap into the line, so a few dice in the Climbing skill, or at least a good set of lineman’s gear, are handy as well!
Malfunction: If the Repair or Smarts roll comes up snake eyes, telegraph impulses are dangerously magnified in the Agent’s earphones. Since he was considerate enough to put them into his ears, the Agent takes 2d6+4 damage directly to the head.

Waterproof Drop Bags

Requisition Modifier: +2
Waterproof bags are one of the most common methods of transferring large quantities of documents or small equipment caches. These bags are about the size of a pair of saddle bags, but at an empty weight of 10 lb. are considerably heavier. The bags have a rubberized coating and a lining of lead pellets to weight them down in water. The bags come in joined pairs, and each bag can hold as much as a typical saddle bag.

Bio:

The above is a list of many of the spy gadgets and other pieces of equipment that Agents may attempt to file a requisition to get their hands on. The rules on how to requisition equipment can be found in the Last Sons Plot Point Book on page 29.

The Last Sons Player’s Guide

Agency Devices

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