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Clothing and Armor

In 2075, you’d have to be crazy to consider walking outside with just a tee-shirt and jeans, even in some of the nicer parts of the Sprawl. You need protection: from the acid rain, from air pollution, from ultraviolet radiation from the completely fragged ozone layer, and of course, from random street violence.
Clothing
Clothing Armor Rating Avail Cost
Clothing 0 - 20-100,000
Electrochromic Modification - +2 +500
Feedback Clothing - 8 +500
(Synth)Leather 4 - +200

Clothing

Clothing in 2075 comes with amazing features you’ll likely completely take for granted. Commlinks, music players, and other electronic devices can be woven right into the fabric, powered by interwoven batteries or special energy-gathering fabrics. On the other side of the economy, cheap soybased “flats” can be had for five nuyen per article of clothing from vending machines around the Sprawl. The more money you spend on your threads, the more impressive you look.

Electrochromic Clothing

Electrochromic threads can change color with voltage, letting you alter the color of your clothing or display text, images, or patterns. This is good for fashion, but great for vanishing into a crowd if you need a quick costume change. You can even get armored clothing in electrochromic styles. It takes a Simple Action to change the settings on your electrochromic clothes, but a couple of Combat Turns to complete the change. Wireless: Changing your clothes’ settings is a Free Action, and while it’s not good enough to be camouflage, it can display images, text files, or flat video from your commlink.

Feedback Clothing

This haptic clothing allows for a tactile component to an augmented reality experience.

Leather Jacket/duster

Usually made of synthleather unless you’ve got mad nuyen, this type of jacket (waist-length to duster) never goes out of style and even offers a modicum of protection. Just don’t expect it to stop bullets.

Armor

Advances in ballistic fabrics from spiderweave venlar threads to ceramic-titanium composite plates enable modern armor to be lightweight, flexible, and concealable. For game rules dealing with armor, see p. 168.
Armor
Armor Armor Rating Avail Cost
Actioneer Business Clothes 8 8 1,500
Armor Clothing 6 2 450
Armor Jacket 12 2 1,000
Armor Vest 9 4 500
Chameleon Suit 9 10R 1,700
Full Body Armor 15 14R 2,000
Full Helmet +3 - +500
Chemical Seal - +6 +6,000
Environmental Adaptation - +3 +1,000
Lined Coat 9 4 900
Urban Explorer Jumpsuit 9 8 650
Helmet +2 - +100

Actioneer Business Clothes

A discreetly armored “power suit” is a popular choice among Mr. Johnsons, faces, and fixers looking for a little high-class protection coupled with style. It features a concealable holster (Firearm Accessories, p. 431) in the jacket. Armor clothing: Lightweight ballistic fiber weave makes these garments almost impossible to detect as armor. It doesn’t provide as much protection as real armor, but it’s available in a wide variety of styles.

Armor Jacket

The most popular armor solution on the streets comes in all styles imaginable. It offers good protection without catching too much attention. But don’t think of wearing one to a dinner party.

Armor Vest

This modern flexible-wrap vest is designed to be worn under regular clothing without displaying any bulk. A popular and cost-effective option.

Chameleon Suit

This full-body suit has a smart ruthenium polymer coating supported by a sensor suite; the technology allows it to scan its surroundings and replicate the images at the proper perspectives. Add 2 to your limit when you make Sneaking tests to hide. A chameleon suit is also armored for the wearer’s protection. Wireless: The suit uses the extra information about your surroundings and also gives you a +2 dice pool bonus to Sneaking Tests for hiding.

Full Body Armor

Impossible to conceal, this armor is worn by military and security personnel around the world for heavy ops duty. It is styled for intimidation as well as ease of movement, with a full array of tactical holsters, pouches, and webbing, and is certain to draw attention. The suit can be modified for environmental adaptation (hot or cold environments) or chemically sealed to completely protect the wearer from toxic environments and attacks. The suit’s helmet has a Capacity of 6 for the purpose of being equipped with vision or audio enhancements.

Lined coat

This Wild West style duster has been consistently popular on the mean streets of the world’s sprawls for the past thirty years. Besides its protective traits, the armored trenchcoat provides an additional –2 Concealability modifier to items hidden underneath.

Urban Explorer Jumpsuit

Designed for couriers, athletes, and freerunners, these colorful jumpsuits are well ventilated and breathable but surprisingly protective with lightweight densiplast and liquid reactive armor. Urban explorer jumpsuits feature a built-in music player and biomonitor.

Armor Modifications

Any piece of worn armor can be upgraded with a range of modifications. The Capacity of a piece of armor is equal to its Armor Rating. Armor modifications have variable Capacity costs. Each modification also has a rating between 1 and 6, except as noted.
Armor Modifications
Modification Capacity Avail Cost
Chemical Protection [Rating] 6 Rating x 250
Chemical Seal [6] 12R 3,000
Fire Resistance [Rating] 6 Rating x 250
Insulation [Rating] 6 Rating x 250
Nonconductivity [Rating] 6 Rating x 250
Shock Frills [2] 6R 250
Thermal Damping [Rating] 10R Rating x 500

Chemical Protection

Water-resistant, non-porous, impermeable materials, and a coating of neutralizing agents protect the wearer against contact-vector chemical attacks (Toxins, Drugs and BTLs, p. 408). Add the rating of the Chemical Protection modification to tests made to resist contact-vector toxin attacks.

Chemical Seal

Available only to full body armor that includes a helmet, the chemical seal is an airtight environmental control that takes a Complex Action to activate (if you’re already wearing the armor, natch). It provides complete protection against contact and inhalation vector chemicals, but can only be used for a total of an hour (the limit of the air supply) at a time. Wireless: Activating the chemical seal is a Free Action.

Fire Resistance

Fire-retardant, nonflammable materials protect the wearer against Fire damage (p. 171). Add the full rating of the Fire Resistance modification to the Armor value when resisting Fire attacks or checking if the armor catches fire.

Insulation

Thermal fibers and heat-retentive materials protect the wearer against Cold damage (p. 170). Add the full rating of the Insulation modification to the Armor value when resisting Cold attacks.

Nonconductivity

Electrical insulation and non-conductive materials protect the wearer against Electricity damage (p. 170). Add the full rating of this modification to the Armor value when resisting Electricity attacks.

Shock Frills

These strips of “fur” are electrically charged when activated, standing on end and inflicting Electricity damage to anyone that touches you. Use Unarmed Combat to attack with the frills. The frills hold 10 charges; when attached to a power point, they recharge one charge per 10 seconds. Wireless: The shock frills can be activated or deactivated as a Free Action. They can also recharge by induction, recharging one charge per hour.

Thermal Damping

Designed to reduce your thermal signature, these inner layers capture or bleed heat, so the outer layers maintain a surface temperature equal to the surrounding air. Add the rating to your limit on any Sneaking test against thermographic vision or thermal sensors. Wireless: The suit uses the extra information about your surroundings and also gives you its rating as a dice pool bonus to Sneaking tests against heat-based detection.

Helmets and Shields

Instead of counting as separate pieces of armor, helmets and shield modify the rating of worn armor by their Rating (Armor and Encumbrance, p. 169).

Due to the awkwardness of holding a shield, if you’re using one you take a –1 modifier to your Physical limit when you do something where the shield might get in the way (though not attacks made using the shield as a weapon). Shields may be upgraded with the chemical protection, fire resistance, and nonconductivity armor modifications and have a Capacity equal to their Armor Rating for this purpose.

Helmets and Shields
Helmets and Shields Armor Rating Avail Cost
Helmet +2 2 100
Ballistic Shield +6 12R 1,200
Riot Shield +6 10R 1,500


Shield Bash (Exotic Melee Weapon)
Shield Accuracy Reach Damage AP
Ballistic Shield 4 - (STR + 2)S -
Riot Shield 4 - 9S(e) -5

Helmet

Helmets come in a wide variety of shapes and sizes and protect your noggin from trauma. Helmets have Capacity 6 for being tricked out with accessories like trode nets and vision enhancements.

Ballistic Shield

This large opaque shield is used by SWAT teams and in urban combat. It features a clear plastic window and a built-in ladder frame along the inside so that it can be used to climb over small obstacles.

Riot Shield

As an added crowd control measure, a riot shield can be used to shock anyone who comes into contact with it, inflicting Electricity damage (p. 170). The taser shield holds 10 charges; when attached to a power point, it regains one charge per 10 seconds. Wireless: The riot shield recharges by induction, recharging one charge per hour.