Protective Gear
Protective Gear
AX.GHW.09.05
Armor mechanics: Armor contributes an Armor Value that is added to Speed when calculating Defense: Defense = 1 + (Speed + Armor Value) ÷ 3, round down. Higher Armor Value raises Defense. The tradeoff is the Encumbrance Penalty, heavy armor imposes a -1D penalty to Speed-based rolls (Speed Saves, Athletics, Acrobatics) unless the character's Body rating meets the threshold.
Concealable Vest (Light)
Cost: $300–$600 (Advanced) Armor Value: 1 Encumbrance Penalty: None Notes: Worn under clothing; not visible under a button-up shirt or jacket. Standard issue for agents and investigators who expect possible threat engagement but cannot armor up obviously. Level IIIA protection against handgun rounds, not rifle rated. Against supernatural physical attacks (claws, Mighty Strike), provides full Armor Value. Against energy-type damage (fire, necrotic, void), provides no protection.
Tactical Vest (Medium)
Cost: $600–$1,500 (Advanced to Restricted) Armor Value: 2 Encumbrance Penalty: -1D to Speed-based rolls unless Body 3D+ Notes: Visible external armor with modular MOLLE attachment points for pouches and equipment. Level III plate-rated configuration stops rifle rounds. Characters with Body 3D or higher wear this at full effectiveness; lower Body characters take the Speed penalty. Standard for Vanguard Operators and hunters who are not operating under cover.
Tactical Helmet
Cost: $200–$800 (Advanced) Armor Value: +1 (head only, applies against targeted head attacks; GM discretion) Encumbrance Penalty: -1D to Notice (peripheral vision and hearing) Notes: Ballistic-rated helmet. In most combat encounters the general Armor Value is sufficient, specific head-targeting is a GM call for cinematic moments. The Notice penalty matters for investigation-heavy encounters where environmental awareness is critical.
Riot Gear (Heavy)
Cost: $1,500–$4,000 (Restricted) Armor Value: 3 Encumbrance Penalty: -1D to Speed-based rolls unless Body 4D+ Notes: Full tactical kit: plate carrier, leg protection, arm guards, helmet. Maximum conventional protection. Difficult to conceal, impossible to wear under civilian clothing, and draws immediate attention in any non-tactical environment. Characters wearing riot gear in civilian areas trigger law enforcement response within minutes.
Supernatural Hardening (Armor Modification)
Cost: +50–200% of base armor cost; requires specialist fabrication Effect: Various, see below Notes: Standard body armor has no special effect against supernatural physical attacks, a vampire's Bite deals the same damage against a Kevlar vest as against bare skin, because the armor was designed for ballistic impact, not supernatural force. Armor modifications address specific supernatural threat types:
| Modification | Effect | Cost Multiplier |
|---|---|---|
| Silver-lined weave | +1 Armor Value against shapeshifter physical attacks | ×2 |
| Salt-impregnated | Provides 1 additional point of resistance to ghost/spirit manifestation attacks | ×1.5 |
| Cold iron mesh | +1 Armor Value against fae physical attacks; fae must succeed Body Save Threshold 2 to willingly touch wearer | ×3 |
| Blessed material | +1 Armor Value against Shadow entity and undead physical attacks | ×2 (requires consecration) |
Supernaturally hardened armor cannot be purchased commercially; it requires hidden-world sourcing and fabrication.