Apparel covers all of the clothing items that are influential enough to modify your stats. For instance, although you could change from a short-sleeve shirt to a long-sleeve shirt the difference isn't really going to help you in a blizzard - not like environmental gear would, anyway.
As always, a bit of narrative flair should accompany the technical details. A 'combat vest' might also include kneepads, a helmet and armoured gloves.
Name | mD | rD | Sk | En | Price | Rarity | HP | Special |
---|---|---|---|---|---|---|---|---|
Dense Clothing | 0 | 0 | 1 | 1 | $50 | 0 | 1 | |
Combat Vest | 1 | 1 | 1 | 3 | $500 | 4 | 1 | |
Padded Armour | 0 | 0 | 2 | 2 | $1k | 2 | 0 | |
Heavy Combat Armour | 1 | 1 | 2 | 6 | $2k | 7 | 4 | |
Carapace Armour | 0 | 0 | 3 | 3 | $4k | 5 | 3 | |
Power Armour | 2 | 2 | 2 | 8 | $10k | 10 | 5 | Brawn +1; +bb to Coordination & Stealth. |
Technical Vest | 0 | 0 | 1 | 3 | $350 | 5 | 3 | Counts as having a Toolbox. |
Wingsuit | 0 | 0 | 0 | 1 | $2k | 7 | 1 | Wearer takes no falling damage, assuming they’re able to open both arms to extend the gliding membrane. Wearer can also make extended gliding leaps if they’re launching from a higher enough point. |
Specialist Armour | 0 | 0 | 2 | 3 | $2.5k | 7 | 1 | When a character acquires this armour, they nominate one skill for it to be permanently specialised for. The wearer then Upgrades any skill check that matches the armour's specialisation, once. |
| mDef | rDef | Soak | Encumberance | Price | Rarity | Hard Points | Special*/ |