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Voidrunner Security Gear

Police, soldiers, spies, and similar professions are frequently thought of mostly in terms of weapons and armor, but there is a lot of other specialized equipment in the arsenal of these types of professionals.

Table: Security Gear

ITEM

COST

WEIGHT

Binoculars 100 cr 2 lbs.
Bug (Audio-only) 100 cr
Bug (Audio-Visual) 200 cr
Bug Detector 250 cr 1 lb.
Chemical Light Stick 1 cr
Gateway Projection Device A 100,000 cr 5 lbs.
Handcuffs 15 cr 1 lb.
Long-Range Microphone 45 cr 2 lbs.
Night Vision/Multi-Spectrum Goggles 250 cr 2 lbs.
Night Vision/Multi-Spectrum Contacts A 1,000 cr
Portable X-Ray Scanner 500 cr 2 lbs.
Proximity Alarm 100 cr 2 lbs.
Range Earmuffs 30 cr ½ lb.
Tracer 60 cr
Zip Cuffs (set of 10) 0.5 cr

A This is an advanced item.

Binoculars. A good pair of binoculars comes in handy in a variety of situations. They can give the user a clear view of targets up to a quarter-mile away in bright or dim light. An additional 100 credits adds a night vision mode, which allows the user to see at the same range in darkness. The user has advantage on sight-based Perception checks dealing with faraway targets (up to half a mile). 

Bug.Tiny clandestine surveillance devices are often referred to as “bugs.” They are about the size of a grain of rice (DC 22 Investigate check to locate) and can pick up ambient conversation in an area up to 20 feet from their location and transmit it over an encrypted datastream up to a mile.
Video-capable versions cost twice as much.

Bug Detector. A small handheld device for locating bugs. Using a bug detector automatically detects the presence (but not location) of transmitting bugs within 20 feet of you, and grants advantage on Investigation checks to find them.

Chemical Light Stick. A heatless chemical flare activated by cracking an internal seal, which mixes two chemicals together causing a luminescent chemical reaction. Can be activated as an action, after which it provides bright light in a 5-foot radius and dim light in a 10-foot one. Once activated, the light stays lit for 12 hours.

Gateway Projection Device. This apparatus fits over the forearm and hand of the user. It has the ability to fire matched portals onto flat surfaces within long range. The weapon has two triggers, one fires blue-rimmed portals and the other orange-rimmed ones. The portals are roughly 6 feet tall and oval-shaped, large enough for a medium-sized creature to pass through comfortably. Entering one portal causes a creature, object, or effect to immediately exit the other. If one portal of each color does not exist, the portal is not enterable, appearing merely as a lighting effect. If the user creates a portal while one of the same color is already in existence, the old portal is immediately replaced with the new one. The device can “fire” a portal up to 120 feet, which takes an action. An active portal can be dismissed as a bonus action. Portals cannot be dismissed if a creature or object is currently traversing them.
This is an advanced item.

Handcuffs. The prisoner restraints of choice in most sci-fi worlds, these metal restraints (AC 16, 20 hit points) can restrain a Small or Medium creature. You can restrain an unwilling creature which requires an action, and for the creature to be either restrained, or both grappled and prone. Escaping the manacles requires a DC 22 Dexterity check, and breaking them requires a DC 22 Strength check. Each set of handcuffs comes with one key. Without the key, a DC 15 thieves’ tools check can pick this lock.

Long-Range Microphone. The audio equivalent of binoculars, long-range microphones allow normal conversation to be heard at a range of up to 300 feet.

Night-Vision/Multi-Spectrum Goggles. These battery-powered goggles grant the user darkvision with a range of 300 feet. The multi-spectrum version (costing 1000 credits or more) also allows the wearer to see through clouds of smoke, mist, or other non-solid obstructions and pick out heat signatures from the surrounding environment, granting an expertise die to spot hidden creatures with exothermic metabolisms or other objects notably warmer or colder than the surrounding environment, regardless of other visual concealments.

Night-Vision/Multi-Spectrum Contacts. These special contact lenses work the same as the goggles above.
This is an advanced item.

Portable X-Ray Scanner. A handheld scanning device used in security searches, a portable x-ray scanner can penetrate even into a subject’s body, revealing surgical hardware, dental fillings, and most importantly, cybernetic implants. It is virtually impossible to hide carried, implanted, or swallowed contraband from this device, which grants the user a passive DC 30 Investigate check to find such things on a one-minute scan.

Proximity Alarm. This device monitors a 20-foot diameter area for up to 8 hours. It has a passive Perception score of 14 and makes a loud noise if it detects movement within that area.

Range Earmuffs. These over-ear headphones provide the same protection as earplugs (Chapter 3) without the drawback by amplifying ambient sound and cutting off at a certain decibel level.

Tracer. This button-sized device can be planted on a person or vehicle and sends out a signal allowing its location to be tracked, typically via a program on the user’s ICD. While the tracer is active and within 10 miles, you know the direction of it, and combining a tracer with a mapping program (an upgrade that costs an additional 100 cr) can show you the precise location of it on a map. The tracer stays active for 24 hours, but they are easy to find with bug detectors (automatic success, no roll required). They are typically used on targets that will not suspect their presence.

Zip Cuffs. These super lightweight and portable version of handcuffs are used by riot police and in other situations where mass arrests are likely. They have an AC of only 13 and 15 hp, and the Strength check to break them is DC 16. Unlike most restraints, they are single-use, with the cuffs being cut to release a prisoner rather than unlocked with a key.