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==== Hand Scanners ==== All of pieces of gear require proficiency in Intelligence (Computer Use) to use propertly or are used at disadvantage on usage.</br> '''Auspex Suite'''[https://www.pinterest.com/pin/774408098403003725/]: this hand scanner and backpack unit uses advanced optical, chemical, motion, and other active sensors scan that ignores all lighting obscure and light cover obscure within its range. Heavy cover obscure imposes disadvantage on check (anything over a foot of solid material blocks it entirely). Within 150 feet and a DC15 check (+5 for every 50 feet farther away) the user can get basic radio transitions, chemical, mineral ore, atmospheric, environmental and life-sigh readings. Higher DC can determine more detailed information (like creature types). Powercell B/1hr, Wt. 8lbs, Cost 2,000 credits</br> '''Electronic/Radio Transition Detector''' (bug detector): this hand-wand unit allows the user to make a DC15 check to detect any active radio transmission, active scan, listening devices, etc. within 60 feet. Each 10 feet farther away +5 to the DC. Powercell A/2hrs, Wt. 2lbs, Cost 200 credits.</br> '''Explosives Detector''': hand-wand unit lets this user makes a DC15 check to detect explosives within 10 feet. Each five feet farther +5 to the DC. Powercell A/2hrs, Wt. 2lbs. Cost 500 credits</br> '''Mana-Detector''': this simple device detect the basic magical levels of the area out to 30 feet with a DC10 check. Higher rolls deduce additional information and can detect linger arcane effects, spells used, college of spell effect, etc. Powercells AA/2hrs, Wt. 1lb, Cost 100 credits</br> '''Medscanner''': a small hand-held wand allows a DC15 check to determine a type of disease or poison, higher DC can grant additional information and details. Also grants advantage with Wisdom (Medicine) checks. Powercell A/2hrs, Wt. 2lbs, Cost 400 credits.</br> '''Motion Detector'''[https://www.pinterest.com/pin/774408098408220401/]: this hand sensor unit can detect any movement within 60 feet with a DC15 check, adding +5 to the DC for every 10 additional feet away. This check ignores all lighting obscure and light cover obscure. Heavy cover obscure imposes disadvantage on check, anything over a foot of material blocks it entirely. Targets that take Dash action grants advantage to the user’s check while those standing still impose disadvantage to check. Powercell A/1hr, Wt. 3lbs, Cost 1,000 credits.</br> '''Planetary Survey Kit''': this backpack sized scanner is used to gather and analysis data on a planet. The user can create detailed charts for navigation, exploration and seek out minerals compounds and life sights and basic detail of types. The better the check the more detailed the information. A basic reading starts at DC10. Powercell B/1hr, Wt. 20lbs, Cost 500 credits.</br> '''Spellware Detector''': this hand-wand unit detects if a subject has implanted spellware. The user makes a DC 15 checks vs. targets within 10 feet. With a DC 20+ user gains targets’ Stain level and basic info on type of spellware. DC 25+ gives more detailed info. Powercell A/1hrs, Wt. 2lbs, Cost 500 credits.</br> '''Weapons Detector''': this hand-wand unit to detect concealed weapons, although higher tech weapons are easier to sense. Within 10 feet of the user a DC15 check it will detect any high tech weapon, with a DC20 it will detect analog property weapons and with a DC25 with detect primitive weapons (as from the PHB). Powercell A/1hr. Wt. 2lbs, Cost 500 credits.</br>
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