Clothing List
Name | Cost (kDo) | Mass (kg) | HP / DHP | Slot | Coverage | Trade (B) | Build Score |
|---|---|---|---|---|---|---|---|
Backpack | 1 | 1 | 3 HP | Backpack | 10% | Tailor | 5 |
Basic Helmet | 1 | 1 | 5 HP | Head | 0% | Mechanical Engineer | 5 |
Bird Terminal | 100 | 0.5 | 2 HP | Arm | 8.5% | Electrical Engineer | 15 |
Captains Jacket | 5 | 2 | 3 HP | Arm&Arm&Torso | 50% | Tailor | 10 |
Clasp Hand | 3 | 1 | 2 HP | Hand | 2.5% | Mechanical Engineer | 13 |
Fake Face | 100 | 0.1 | 1 HP | Head | -- | SFX Artist | 20 |
Faraday Suit | 200 | 0.5 | 2 HP | Underarmor | -- | Electrical Engineer | 15 |
Fiber C Suit | 1000 | 0.5 | 5 HP | Underarmor | -- | Mechanical Engineer | 17 |
Fire Suit | 40 | 60 | 5 HP | Exoskeleton | 100% | Mechanical Engineer | 13 |
Gambeson Jacket | 10 | 5 | 5 HP | Arm&Arm&Torso | 50% | Tailor | 13 |
Gambeson Pants | 10 | 5 | 5 HP | Legs&Legs | 40% | Tailor | 13 |
Glide Suit | 10 | 5 | 3 HP | Exoskeleton | 100% | Aerospace Engineer | 15 |
Hazmat Suit | 15 | 5 | 3 HP | Exoskeleton | 100% | Chemical Engineer | 13 |
Heavy Jacket | 1 | 3 | 3 HP | Arm&Arm&Torso | 50% | Tailor | 7 |
Lab Coat | 1 | 0.5 | 1 HP | Arm&Arm&Torso | 50% | Tailor | 5 |
Magno-boots | 100 | 5 | 2 HP | Feet&Feet | 5% | Electrical Engineer | 19 |
Metra Suit | 10,000 | 10* | 2 DHP | Exoskeleton | 100% | Mechanical Engineer | 19 |
Retaliatory Suit | 120 | 1 | 3 HP | Underarmor(C) | -- | Electrical Engineer | 17 |
Serpent Suit | 400 | 1 | 2 HP | Underarmor(C) | -- | Electrical Engineer | 20 |
Snow Pants | 1 | 3 | 3 HP | Legs&Legs | 40% | Tailor | 7 |
Thermo Goggles | 40 | 2 | 2 HP | Head | -- | Mechanical Engineer | 18 |
Thermoflective Suit | 100 | 1 | 2 HP | Underarmor(C) | -- | Mechanical Engineer | 17 |
Tinfoil Hat | 10 | 2 | 2 HP | Head | -- | Mechanical Engineer | 10 |
Warming Suit | 2 | 0.5 | 2 HP | Underarmor | -- | Tailor | 10 |
Zeta Shoes | 400 | 1 | 2 HP | Feet&Feet | 5% | Mechanical Engineer | 17 |
Zeta Suit | 100 | 0.5 | 2 HP | Underarmor | -- | Aerospace Engineer | 13 |
Backpack
This is a normal but thin backpack that holds ten thousand (10,000) cubic centimeters of empty space. Retrieving or storing an item in a backpack requires twelve (12) AP.
Basic Helmet
This basic helmet protects the users head, providing a plus one (+1) bonus to Defense. This bonus is increased by another one (1) to a total of plus two (+2) Defense to targeted strikes targeting the wearers head.
Bird Terminal
This small console worn on the upper forearm allows an operator to control SolarLink Components from up to seven (7) meters away. Bird Terminals must be linked to SolarLink components they control and there must be Line of Effect to the Component. The connection to the component automatically refreshes once the Bird Terminal is within range. Additionally, a Bird Terminal may be used to distally hack SolarLink Components, though the Difficulty of the Hack roll increases by three (3).
Captains Jacket
This highly official looking jacket helps to instill confidence in a crew. When a captain makes any Sociability Trade Roll, they gain plus one (+1) to the roll.
Clasp Hand
This gauntlet more securely locks weapons in place when wielded. While wearing this gauntlet, characters gain a plus three (+3) bonus on any Attribute or Trade roll to resist being disarmed of a weapon locked onto this gauntlet. Wearing this gauntlet increases the AP to draw or store a weapon by one (1).
Fake Face
This special rubber-based mask can be used to impersonate an individual. Creating a Fake Face requires a Trade(SFX Artist) to fabricate. The character creating the Fake Face must have a high-quality visual of the individual they are making a Fake Face of.
An individual wearing a Fake Face looks almost identical to person they are impersonating. A difficulty twenty (20) Wisdom Attribute Roll is needed to recognize the Fake Face.
Faraday Suit
This under armor contains a layer of a special flexible conductive material on its surface. This under armor reduces electric damage by one (1).
Fiber C Suit
This under amour appears to be finely woven out of incredibly thin dark black rods. When worn, this under armor reduces physical damage by one (1).
Fire Suit
This bulky firefighter-like suit provides excellent protection against flames. When wearing this outfit, the user reduces thermal(hot) damage by two (2). The suit itself is immune to thermal(hot) damage.
Gambeson Jacket
This bulky jacket reduces physical damage by one (1). This damage reduction does not apply to Targeted Strikes aimed away from arms or torso.
Gambeson Pants
This bulky pair of pants reduces physical damage by one (1). This damage reduction does not apply to Targeted Strikes aimed away the legs.
Glide Suit
This exoskeleton allows a user to safely fall from great heights as long as the gravity is between one (1) and one-half (0.5) G. Whenever the user intentionally makes a jump off a height greater than thirty (30) meters, they may freely enter a glide. During the glide, they move horizontally thirty (30) meters in their current direction at the start of their turn in the cycle. This movement utilizes PAP. During this time, they drop twelve (12) meters vertically. Both the horizontal and vertical movement are attenuated by the presence of lower gravity.
By spending twelve (12) AP, the gliding character may rotate their horizontal direction of travel by forty-five degrees (45°). If a character is in free-fall, they may spend twenty four (24) AP to make a difficulty fifteen (15) Dexterity Attribute Roll to begin gliding in a desired direction. To land safely, a character must spend twelve (12) AP to make a difficulty fifteen (15) Dexterity Attribute Roll, otherwise they recieve 2d6 physical damage.
Hazmat Suit
This suit and the character wearing it are immune to acids, toxins, and poisons.
Heavy Jacket
This heavy jacket reduces thermal(cold) damage by one (1).
Lab Coat
This official looking labcoat in-stills confidence in patients. When wearin a Lab Coat your receive a plus one (+1) bonus to any Trade Roll made to medically treat a character (ex. treating HP damage, Ability Score damage, closing Open Wounds, etc)
Magno-boots
These heavy metallic looking boots allow characters to magnetize their feet against a metallic surface. By spending one (1) AP, a character can activate or deactivate a pair of Magno-boots.
While active, characters can walk on any ferromagnetic surface, including vertically or upside down. Additionally, characters wearing active Magno-boots gain a plus three (+3) bonus to to any roll to resist a push attempt. These boots utilize an internal pressure sensor at the inside top of the boot to almost seemlessly control the level of magnetism, preventing the magnetic effect from interrupting the wearers natural movement.
A pair of Magno-boots can store two (2) Energy Cores (one per boot). Activating a pair of Magno-boots uses one (1) charge from each Energy Core. Each cycle the Magno-boots remain active consumes another charge per Energy Core.
Metra Suit
This exoskeleton significantly improves a user’s combat prowess, providing two (2 DHP). Additionally, while wearing a Metra Suit, a character is immune to electrical damage. While this suit weighs 10 kg, it completely supports its own weight for the user wearing it.
Putting on a Metra Suit requires a full minute. The Metra Suit stores four (4) energy cores that are used to power it. If the wearer of a Metra Suit performs no actions during a cycle, no charges are consumed. Otherwise, ten (10) charges are consumed each cycle. While the Metra Suit has sufficient power, the weaer gains a plus one (+1) bonus to Strength and Celerity. If unpowered, the Metra Suit increases the AP of all actions be one (1) for the wearer.
Retaliatory Suit
This underarmor holds one (1) energy core and is capable of damaging enemies that attack the wearer. By spending one (1) AP, the wearer of this suit can activated or deactivate the suit. Activating the suit requires one (1) charge and the suit consumes one (1) charge at the start of the wearers turn.
While charged, any character who makes a successful melee attack against the wearer recieves one (1) electric damage (which can be reduced with reduction).
Serpent Suit
The Snake Suit is incredibly useful for stealth. By spending four (4) AP, a character wearing a Snake Suit can activate or deactivate its camouflage properties, becoming effectively invisible. A difficulty sixteen (16) Wisdom Attribute Roll is needed to identify the location of an individual wearing this suit. Additionally, even after the location of the character is identified, attacks against the wearer are made at a minus nine (-9) penalty.
The Snake Suit can hold a single Energy Core. Activating the Snake Suit consumes five (5) charges. Each cycle the Snake Suit remains activated consumes five (5) charges.
Snow Pants
These thick bulky pants reduces the damage a character receives from thermal(cold) damage by one (1).
Thermo Goggles
These goggles allow a character to see their environment based on thermal radiation. Sliding the goggles up or down the users face costs one (1) AP. While the goggles are slid down, the wearer recieves a minus one (-1) penalty to all attack rolls. However, the wearer ignores the penalties of camoflogue effects (such as an activated Snake Suit), Fog, or other similar effects.
Sufficient levels of environmental heat results in the user of Thermal Goggles suffering from the effects of Fog, even if the environmental heat is otherwise invisible. These goggles do not allow a character to see thermal radiation through walls more than 3 cm thick.
Thermoflective Suit
This strangle reflective suit is highly effective at dispersing heat. This suit reduces the damage a character receives from Thermal(hot) damage by one (1).
Tinfoil Hat
This heavy helmet is not a tinfoil hat. This helmet provides a plus one (+1) bonus to Attribute Rolls made to resist Will Maneuvers.
Warming Suit
This full body warming suit reduces the damage a character receives from thermal(cold) damage by one (1).
Zeta Shoes
These high-tech boots allow a user to move rapidly. By spending one (1) AP, these boots allow the user to travel three (3) meters in any direction (including up). These shoes can store two (2) Energy Cores. Each use of these boots require fifty (50) charges.
Zeta Suit
The Zeta Suit is made of a reflective material specialized for dispersing narrow beam light. A Zeta Suit reduces the damage a character receives from light damage by one (1).
