This gear category includes armor and security devices, as well as many other items intended to protect people or locations (or violate that protection). Standard Security pick descriptions are presented first, with armor and protective gear descriptions following at the end of this section.
Security Drone (Standard NPC): Init III; Atk IV; Def III; Resilience II; Damage Save: V; Competence: —; Skills: None; Wealth: None; Weapons: 1 × Caliber II; Gear: None; Vehicle: None; Qualities: construct, damage reduction 2, low-light vision. Flare Gun: When fired into the air at night, a flare gun illuminates a 250 ft. × 250 ft. area as if lit by daylight for 1 minute. When used as a signal, a flare gun may be spotted at a distance of 5 miles with a successful Notice/Awareness or Search/Perception check, as appropriate (DC 20 during the day, or 15 at night).
Grapple Gun: This item may be fired at any ledge or other protrusion upon which the grapple may gain purchase. Firing a grapple gun requires 1 full action and a successful standard ranged attack against a DC of 20. Once anchored, a grapple gun provides a character with a vertical surface with an Athletics/Climb check DC of 15 or a horizontal surface with a Climb check DC of 20 or an Acrobatics/Balance check DC of 25. Reeling in a grapple gun’s rope requires 2 full actions.
The advanced winch model may be activated as a free action and draws 1 character toward the grapple at 25 ft. per round. Reeling this model’s grapple in requires only 1 full action.
Invitation: Each character on the team gains 1 invitation to an exclusive event. This invitation may be in the character’s name, that of a cover identity, or a name of his creation. A local gathering might be an album release party, a mayor’s ball, or a movie premiere, while a regional gathering might be a celebrity benefit, governor’s ball, or the Academy Awards. An international gathering could be a missile silo tour, an audience with the Pope, or a presidential inauguration.
Lodging: The characters are provided 1 night’s stay at a hotel or other lodging, with 1 bed per team member (and enough sofas and other crash space for the same number). The lodging is rented in a false name, though unless one of the characters offers up his cover identity, the name may be spotted as fake with a successful Investigation/Research check (DC 20). This check possesses the Bribe and Language tags.
- Blood Expander: Applying a blood expander requires 1 half action and removes the bleeding condition.
- Liquid Skin Patch: Applying a liquid skin patch requires 1 half action and heals 1d6 vitality (the first time one is used on each character during a scene), and 1d4 vitality (each time thereafter one is used on each character during a scene). Liquid skin patches do not heal wounds and do not stabilize a dying character.
- Shot, Antibiotic: Applying an antibiotic shot requires 1 half action and grants a +2 gear bonus with Fortitude saves made to resist disease for 1d4 days.
- Shot, Antivenin: Applying an antivenin shot requires 1 half action and grants a +2 gear bonus with Fortitude saves made to resist poison for 1d4 days.
- Shot, Atropine: Applying an atropine shot requires 1 half action and stabilizes a dying character.
- Shot, Stimulant: Applying a stimulant shot requires 1 half action. For 4 hours, it prevents the character from becoming fatigued or exhausted, and grants him a +2 gear bonus with Fortitude saves made to resist the effects of sleep deprivation. Once it wears off, the character immediately becomes fatigued and must make a Fortitude save (DC 15 + 1 per previous save) at the start of each 4-hour period that he goes without sleep. With failure, the character falls unconscious for 2d4+4 hours. A character may benefit from up to 2 consecutive stimulant shots; the third and each subsequent shot taken before proper sleep has no effect.
Armor is classified as partial (covering up to 30% of a character’s body and meant to be worn for long periods of time under street clothes), moderate (covering 40–60% of a character’s body and meant to protect against military-grade armament and equivalent threats), or full (covering 90–100% of a character’s body and meant to protect in specific high-danger situations). Additionally, helmets and other protective gear defend against a variety of attacks and other injuries.
A character may wear only 1 helmet plus 1 item of partial, moderate, or full armor at any time. He may wear multiple miscellaneous protective items, though only 1 of each type (e.g. no more than 1 pair of goggles).
All partial armor possesses a Damage save of +8, while all moderate armor possesses a Damage save of +12 and all full armor possesses a Damage save of +16.
A sealed suit completely isolates the wearer from the outside environment, save in some cases for a respiratory filter. So long as the suit isn’t penetrated, the wearer is immune to all damage types with a resistance entry of “all.”
If a character wearing a sealed suit loses any vitality or wound points from a physical attack, the suit is compromised and loses 1d8 minutes of air at the start of each round. Further, until the suit is re-sealed, its DR, if any, is negated against bang, contagion, electric, and vacuum damage, and decreased to 1/2 standard against all other types of damage (rounded down).
Re-sealing a suit requires a successful full action Resolve (Wis) check (DC equal to the damage inflicted). This check possesses the Concentration, Flat-Footed, Gear Only (appropriate materials — duct tape or a field-expedient patch, for example), Grasp, and Hands-On tags (see page 101).
All sealed suits include a helmet, preventing a character from wearing another.
Crash Rescue Suit (full armor): This reflective, full-body suit is exclusive to fire departments expecting to deal with high radiant heat or savage burning liquids. It’s rated to protect against temperatures of 1500° F, with short exposure to 2000° F, and includes a hood with a reflective faceplate, mittens, and boots. A crash rescue suit is sealed (see above), and contains a 30-minute air supply. Further, when fire or heat damage is reduced to 0 or below by this armor’s DR, the wearer does not suffer subdual damage.
Diving Hardsuit (full armor): This armor is sealed, providing a 6-hr. air supply, and allows the wearer to ignore the effects of any depth up to 2,000 ft. Further, its hydraulic joints possess a Strength score of 16 and a Dexterity score of 8, replacing the wearer’s attribute scores. Its thrusters replace the wearer’s Speed with 15 ft. of underwater movement, and reduce the suit’s weight to 8 lbs. for encumbrance purposes while underwater. Integral gear includes a commercial video camera, 2 spotlights, and a standard headset radio. Also, the suit contains enough space for the occupant to carry up to 30 lbs. of equipment (none of which may be larger than Small).
Flak Jacket (moderate armor): This armor was state-of-the-art from the 1950s to the 1970s. Now it’s accepted on the street as poor-grade clothing due to its widespread availability in military surplus stores.
Flotation Vest (partial armor): A character wearing a flotation vest need not make Athletics checks to stay afloat, and his encumbrance load is considered 50 lbs. lighter for the purpose of determining weight penalties with Athletics/Swim checks. This rule still applies if trauma plates are installed.
Helmet, Ballistic (helmet): This is the standard-issue helmet of most military ground forces. It increases the wearer’s Defense by +1 when he’s the target of an attack using the Called Shot trick. A ballistic helmet may be covered in fabric matching any terrain pattern for 1 Common Item or an additional $10.
Hobbyist’s Armor (moderate armor): This handmade armor is used almost exclusively by medieval reenactment enthusiasts. It usually consists of leather, padding, and small rigid plates made from metal or plastic scraps.
Hobbyist’s Plate Harness (full armor): This armor consists of several dozen formed metal plates joined together with rivets and leather straps, covering every part of the body except the head. This armor must be made to specifically conform to a character’s measurements, a process that usually takes 4d6 weeks. The armor cannot be worn by anyone whose height or weight varies by more than 10% from the intended wearer. Also, this suit’s armor check penalty is doubled when applied to Sneak checks.
Low-Profile Armor (partial armor): This set of body armor is visually indistinguishable from a common vest, sweater, pullover, suit coat, or jacket. It is often “executive licensed” for employees of major corporations, particularly those employed as security or bodyguard personnel.
Military Flight Suit (moderate armor): This highly specialized outfit is designed to withstand the G forces of extreme aerial combat maneuvers. It comes with an emergency oxygen bottle that contains a 15-minute air supply. Whenever a character wearing this armor ties an opposed Maneuver check while piloting an aircraft, his check result increases by his Constitution modifier (if positive).
Military NBC Gear (other protective gear): This modular NBC (Nuclear, Biological, and Chemical) clothing is worn at various “Levels” (1 being pants and jacket only, 2 adding overboots, 3 adding a hood and gas mask, and 4 adding gloves).
Modular Tactical Armor (moderate armor): This is currently the top-of-the-line in military-issue body armor, consisting of a basic vest, detachable neck and groin guards, and trauma plates (see page 286).
NBC Gear (other protective gear): This armor grants a bonus with Fortitude saves made against a contagion’s Primary Phase DC: +1 at Level 1, +3 at Level 2, +6 at Level 3, and +10 at Level 4. Further, at Levels 3 and 4, it includes a gas mask.
Nomex Underwear (other protective gear): This set of undergarments is typically worn by racers and firefighters. It includes gloves, socks, and a hood, providing full-body protection except for the eyes.
Radiation Suit (other protective gear): This outfit is sealed (see page 284), containing a 2-hr. air supply. Further, it includes a gas mask and grants a +10 bonus with Fortitude saves against a radiation contagion’s Primary Phase DC.
Red Man Suit (moderate armor): This heavily padded suit is used primarily for unarmed and blunt-weapon melee combat training, allowing opponents to throw full-force blows without injuring their training partners. When an unarmed or melee attack’s damage is reduced to 0 or below by this armor’s DR, the wearer does not suffer subdual damage.
Shields (other protective gear): These items provide a personal cover bonus to Defense, which is also added to Athletics checks the wielder makes to resist a Bull Rush action. Further, a shield may be used as a melee weapon, inflicting 1d4 subdual damage with a 1–2 error range and no threat range (though once it’s used to attack, the wielder loses its DR benefits for 1 full round).
Space Suit (full armor): This outfit is sealed (see page 284), containing a 7-hr. air supply. Further, it grants a +10 bonus with Fortitude saves made against a radiation contagion’s Primary Phase DC. Also, its faceplate operates like tactical glasses and it contains a tactical radio headset and a 3-liter water supply.
Tactical Vest (partial armor): This vest combines ballistic protection with load-bearing functionality. It may be configured to hold virtually any combination of up to 2 Diminutive items and 8 Fine items in individual pockets and holsters.
Armor upgrades may be acquired as Possessions or during the Intel Phase with upgrades, as shown on Table 4.14: Armor and Protective Gear Upgrades (see page 233). After the Intel Phase, they may be installed using the appropriate Modify check and the information on Table 4.14. Unless otherwise specified, each armor upgrade requires 1 hour to install. Armor upgrades have the following effects.
Personal Tailoring: This upgrade may be applied to any partial, moderate, or full armor, adjusting it precisely to 1 wearer’s personal measurements. Anyone whose height or weight varies by more than 5% does not gain this upgrade’s listed benefits.
Trauma Plates: This upgrade is a pair of ceramic or metal sandwiches, each roughly 10 in. × 12 in., that may be inserted into any a variety of armors, as shown on Table 4.13. Inserting them requires no Modify check, but takes 30 seconds.