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Wearable Gear (Genesys)

Not quite clothing or armour, this is the gear that just manages to fit onto your forearm guard, or a helmet with special abilities. Common sense should be used if you want to load up your character with gear - no wearing two backpacks at the same time.


NameHPEnPriceRaritySpecial
Utility Belt
0
1
$500
2
Factory; Increase the use of DP to withdraw an item of 3 En or less, with a Rarity of less than 5. The other rules still apply.
Easy Access Pouch
0
0
$250
2
Holds 2 items of 0 En, can withdraw them as an Incidental.
Anti-grav parachute
0
2
$400
5
Factory; Limited Ammo 4; spend a Limited Ammo to decrease the range band fallen by 1.
Sensor Goggles
1
1
$1.1k
5
Factory; +b to Perception checks; -bb due to concealment, darkness, fog, et al. to all Ranged (Light/Heavy)
Repulsor Boots
1
2
$3.6k
5
Factory; Allows the wearer to hover (vertical lift, no movement) within Short Range of the ground for up to 5 Turns; +b to jumping checks.
Breath Mask
1
0
$250
1
Can breathe in all types of atmosphere.
Jetpack
2
3
$2k
5
Factory; Fly (use Piloting for movement checks) ; runs out of fuel on d or hhhhh
Backpack
0
0
$50
0
+5 En Threshold
Medical Pack
1
2
$350
3
Factory; Provides +b to all Medicine checks.
Deathslinger Holster
0
1
$430
6
Store an item that uses a 'combat skill' here with no more than 3 En. May equip this weapon as an Incidental, but it remains a Maneuver to store a weapon here.
Covert Holster
0
1
$580
7
Store an item that uses a 'combat skill' here with no more than 1 En. Weapons stored here as a Maneuver receive +bb to be detected, but if they are stored with an Action they also Upgrade the Difficulty to be detected.
Comfortable Holster
0
0
$180
2
Store an item that uses a 'combat skill' here with no more than 5 En. While stored here, the weapon counts as -1 En.
Inherent Modification options: x2 -1 En.

/*Name

Hard Points
Encumberance
Price
Rarity
Special*/

Created by

Nijoloblob.

Statblock Type

Generic, Table

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