| PL 0 |
|
Hide armor
|
10
|
+1
|
d6-3/d4-3/d6-4
|
O
|
-5
|
Com
|
100
|
›
This armor utilizes the furs and skins of animals, which are stitched or fastened together to roughly fit the body of the individual wearing it. The protection it provides is minimal, and its use during the era is uncommon. This category also includes weaves of thick vegetation made into protective garments.
|
| PL 1 |
|
Leather armor
|
7
|
0
|
d6-2/d6-4/d6-4
|
O
|
-2
|
Com
|
350
|
›
This protection is easy to craft and maintain, and does a decent job of protecting the wearer from the weapons of the day.
|
|
Helm
|
4
|
0
|
+1/0/0
|
-
|
-
|
Com
|
200
|
›
The center of the sensory organs is treated to extra protection. A helm can't be used with other armor if the armor contains an integral helmet or hood. The Gamemaster can determine that a helm's protection isn't significant in some situations, especially if it is the only armor being worn.
|
|
Shield, small
|
4
|
0
|
+1/0/0
|
-
|
-
|
Any
|
75
|
›
In an era of blades and arrows, shields are a common and effective means of defense. A shield is held in the secondary hand or worn on the forearm. A character using a shield may apply the shield's protection to any one attack in a phase. A small shield is usually round, about a half-meter in diameter.
|
| PL 2 |
|
Shield, medium
|
7
|
+2
|
+2/+1/0
|
-
|
-
|
Any
|
300
|
›
In an era of blades and arrows, shields are a common and effective means of defense. A shield is held in the secondary hand or worn on the forearm. A character using a shield may apply the shield's protection to any one attack in a phase. A medium shield is heavier than a small shield, and is usually a meter or more in diameter. It can be round or square, though most looked like rounded triangles.
|
| PL 3 |
|
Leather coat
|
5
|
0
|
d6-3/d4-3/d4-2
|
O
|
+3
|
Any
|
500
|
›
The cuir bouilli ("boiled leather") coat isn't the best armor, but it's better than nothing in battle. Leather coats have an advantage in being innately concealable; in many societies, the rugged coat is an item of style.
|
|
Shield, large
|
10
|
+3
|
+3/+2/0
|
-
|
-
|
Any
|
500
|
›
In an era of blades and arrows, shields are a common and effective means of defense. A shield is held in the secondary hand or worn on the forearm. A character using a shield may apply the shield's protection to any one attack in a phase. A large shield is rectangular, usually about 1 meter wide and 1.5 meters tall.
|
| PL 6 |
|
CF short coat
|
3
|
0
|
d4-1/d4-1/d6-3
|
O
|
+3
|
Com
|
750
|
›
Designed to resemble a well-made duster or jacket, the CF coat uses extensive weaves of resistant carbonate fibers to defeat slashing weapons and projectiles. The short coat comes down to the waist and can be worn as part of a suit, or as a simple jacket.
|
| PL 7 |
|
CF softsuit
|
3
|
0
|
d6/d6/d6-1
|
O
|
+4
|
Con
|
2000
|
›
The CF softsuit represents the highest level of carbonate fiber advancement. It can be woven into lightweight clothing styles, providing protection that doesn't look like protection at all.
|
|
Deflection harness
|
2
|
0
|
Special
|
G
|
+3
|
Mil
|
2500
|
›
The deflection harness creates a powerful nondirectional graviton field around the wearer. Physical objects are deflected away from the protected character, and even energy-based attacks may be bent enough to miss the user. The deflection harness improves the user's applicable resistance modifier (either Strength or Dexterity) by +2 steps. A character using a deflection harness suffers from a +2 penalty when he tries to attack someone outside the field due to the same deflection effect. The harness consumes a lot of power, and a charge pack lasts for only 10 rounds of use.
|
| PL 8 |
|
Ablative harness
|
2
|
0
|
Special
|
G
|
+3
|
Res
|
5000
|
›
The discovery of controlled mass-energy transformation leads to the invention of effective force fields. The ablative harness makes use of a field of quantum particles that respond to force or energy by spontaneously transforming into semitangible virtual matter. The ablative harness provides 50 points of protective energy when fully charged. Every point of mortal damage reduces the field by 3 points; every point of wound damage reduces the field by 2 points; and every point of stun damage reduces the field by 1 point. When the harness's energy is reduced to 0 points, the protective field collapses.
|
|
Displacer softsuit
|
3
|
0
|
Special
|
O
|
+3
|
Res
|
7500
|
›
This is a CF softsuit with gravitonic circuitry that makes the image of the user appear to blur and shift. This provides protection from weapons that require a direct target, but doesn't provide any protection against weapons with a blast radius. By phasing the wearer and projecting his image about a meter away from where he really is, the displacer softsuit provides a +3 step increase to the wearer's Strength and Dexterity resistance modifiers. After 10 rounds, the displacer softsuit's charge cell must be replaced.
|
|
Energy web
|
2
|
0
|
d6-1/d6-1/d6+2
|
O
|
+2
|
Res
|
4000
|
›
The energy web is a CF softsuit with an interwoven energy dispersement web. While largely ineffective against physical attacks, it provides excellent protection from energy weapons by dispersing the energy and directing it harmlessly away. The energy web doesn't require a power source, because it works like a lightning rod to ground and disperse the energy.
|
|
Stealth softsuit
|
2
|
0
|
Special
|
O
|
+3
|
Res
|
10000
|
›
The combination of a CF softsuit with energy technology, the stealth softsuit renders its wearer almost invisible. The stealth softsuit can't be used with other armor, since the suit must be near the body and exposed to operate. The primary benefit is to the user's Stealth skill: a +3 penalty to all observers attempting to spot the user. If an observer notices the wearer, the wearer still receives a +1 resistance modifier increase on attacks directed against him or her.
|