Clothing
Hooded robes are popular across the galaxy. Convergent evolution has
selected for humanoid races as the most popular body plan, and a hooded robe
does a good job of concealing the differences between species. The hooded
trenchcoat is currently quite popular.
Smartcloth is a popular fabric: it contains sensors, processing
elements, and contractile fibers that allow it to loosen and tighten
to keep the wearer comfortable in differing climates. A smartcloth
overcoat or robe can serve well in the desert or snow, and can be
augmented with a heated underlayer powered by a small energy cell for
colder climates or an evaporative cooling insert for hotter ones.
The cheapest clothing (shirts, tunics, trousers, skirts, sarongs) starts at ¤10
(Terrible), becomes decent at ¤50 (Poor), stylish at ¤250 (Mediocre), and
haute couture at ¤500 (Average) and up; shift higher for an entire outfit.
Stylish and better clothing usually incorporate smartcloth that adapts to the
wearer’s size fluctuations or acts as built-in corsetry. Many poorer people
dress in
logo gear, turning themselves into
walking advertisements, because such clothing is subsidized.
Videocloth is a flexible electronic ink display; it’s a cheap cousin to
advanced camouflage systems. Mixing smartcloth and videocloth can allow
clothing to change its appearance a great deal on demand; the cost for
articles of this is usually ¤500 (Average) or more. The upper crust
often wear ¤5000+ (Good+) outfits that have multiple configurations, each
associated with a famous designer.
Aerogel gear can
provide extremely lightweight insulation.
An adaptive camouflage cloak or poncho has Good
cost.
The same sensor advantages available to people in high-tech armor are
also available in more subtle form, such as bejeweled headbands or
hatbands. Cost is Fair (¤1000) if you just want 360° of photoreceptors
at your command, Good (¤5000) if you want military-grade radar, sonar,
and chemical samplers, Great (¤10,000) if you want it to be extremely
well-camouflaged. The data must be feeding to a tactical data visor
or HUD contact lenses to give you Enhanced Senses.
Footwear
Soleskins are disposable adhesive coverings
for the soles of the feet that will protect against ordinary urban
environments; they are extremely cheap and often provided to slaves.
High-quality shoes (cost Mediocre) have adaptive soles can change hardness
with the terrain they walk on, providing comfort in many environments, and use
smart fabrics that can open or close pores to allow the feet to breathe or
keep them warm and dry based on the differential between the inside and
outside of the shoe. The motion of the wearer provides all the energy needed
to run the smart systems.
Flying boots
with jet assist or repulsorlifts are a staple of the
holovids, but making a control system for two separate units wavering at the
edge of a being’s mass is extremely difficult, and none have ever been made
into a practical product. Repulsor boots have
Mediocre cost and can use a repulsorlift cushion to function as skates, skis,
or snowshoes on slick surfaces, but the soles are thick and inflexible and
they are usually only used in sports.
[come up with a name]
Best damn boots in the galaxy.
These are expensive boots that are
custom-fitted to an individual, made of extremely high-tech smart
materials.
Energy from the wearer’s footsteps creates power for the internal
systems, which can affect the flexibility of the boot for the current
activity, making the sole hard on rough ground and supple indoors, the
insides soft when propping your feet up, firm and supportive when
in motion, and completely rigid when climbing a wall.
They can close tightly around the wearer’s shins to
keep the feet dry in a driving rainstorm, or open small pores to vent
heat and moisture and admit cool breezes. They are tested in climates from
arctic to desert. Available modifications include extending
crampons for climbing and walking on ice, springing out spars and membranes
for swimming or walking on snow...
I can’t see a thing in this helmet!
— Luke Skywalker
| Armor Type |
Rating |
Base Cost |
Might |
Encumbrance |
Aspects |
| Basic Flexarmor |
Armor:1 |
Fair |
|
|
|
| Flexarmor Flightsuit |
Armor:1 |
Good |
|
|
|
| Advanced Flexarmor |
Armor:2 |
Good |
|
|
|
| Stealth Flexarmor |
Armor:2 |
Great |
|
|
Stealthy |
| Armored Vest |
Armor:2 |
Fair |
|
|
Partial |
| Combat Jumpsuit |
Armor:2 |
Fair |
1 |
–1 |
|
| Armored Flightsuit |
Armor:2 |
Good |
1 |
–1 |
|
| Stealth Jumpsuit |
Armor:2 |
Good |
1 |
–1 |
Stealthy |
| Space suit |
Armor:2 |
Good |
1 |
–1 |
|
| Business Armor |
Armor:2 |
Good |
1 |
–1 |
Stylish |
| Medium Battle Armor |
Armor:3 |
Good |
2 |
–2 |
Slow |
| Corellian Powersuit |
Armor:3 |
Great |
+1 |
–2 |
Slow |
| Heavy Battle Armor |
Armor:4 |
Great |
4 |
–3 |
Slow |
| Powered Armor |
Armor:5 |
Superb |
+2 |
–4 |
Slow |
The commonness of unencumbering light armor (based on shear-thickening fluids,
sometimes
under computer control,
magnetorheological fluids,
and/or
auxetic
fabrics) has led to a shift to stronger weapons: no one wants to swing a
punch without combat gloves or buzzknucks, no one would try to slice someone
up without a vibroblade, and shooting people demands energy weapons that can
burn through armor where bullets would bounce off.
Basic and advanced flexarmor feel like heavy leather, and are
non-encumbering; they typically have a hood that can be raised to
protect the head, while heavier armors have a helmet. Typical
configurations are either a hooded robe, hooded trenchcoat, jumpsuits,
or jacket-and-trousers sets.
If you do not have
armor proficiency and the
required Might for the armor, you suffer the encumbrance penalty to
Guns, Melee, Sleight of Hand, Stealth, many uses of Athletics
(including climbing, running, jumping, swimming, and swimming), and
Endurance’s use for stamina. Powered armor gives +2 to your Might, up
to a design maximum (usually Epic); enhancing Might by more than 2
makes the armor too difficult to control. (The same technology can be
applied to mobility suits for people who have negative Might; a suit
with no armor that enhances your strength to Mediocre has Good cost.)
Heavy armor— as long as its power cells hold out— can also boost
Endurance by cooling
your body when it overheats.
Light armor, such as a combat jumpsuit, is flexible and slightly encumbering;
it is fairly common street wear in rough parts of town. The helmet usually
does not seal against environmental hazards, unless it’s a space suit.
Business armor is well-tailored and elegant in design.
Space suits tend to have Good cost; at ¤2000 they’re cumbersome
one-size-fits-all affairs, at ¤5000 they’re made of smart fabric that is
skintight and offers
good freedom of movement. Flightsuits are designed for starfighter pilots
who might need to survive ejecting into vacuum: they use smart fabrics to
provide limb compression to avoid blackouts during tight turns, and can
sustain the wearer for about half a day as long as they don’t exert
themselves. Spacesuits don’t block hard radiation well, so most people
working outside usually do so under a particle screen provided by a force
field generating droid nearby. Some such droids even provide a bubble of air
and allow workers to operate in their shirt sleeves, though most spacers
prefer not to work under conditions where one misstep can chuck them into hard
vacuum.
Medium armor has rigid plates on top of flexible armor, and indicates
that you’re ready for trouble; it’s hard to get into classier
establishments with it on unless you’re carrying extra insurance.
The helmet on medium armor can usually be sealed against breathing
hazards, though most suits don’t have a full enviroseal.
Medium powered armor, such as the Corellian powersuit, uses myomer fibers
to enhance the wearer’s Might by one, up to a design maximum of Superb;
hotshotting it for greater enhancement is possible, though it gives you the
aspect Don’t Know My Own Strength which can get
you into a lot of trouble.
Heavy armor is entirely enclosed, with flexible material only at the joints,
and indicates that you’re expecting a fight; some mercenaries and bounty
hunters nearly live in it, though. It is fully sealed against environmental
hazards (though the wearer has to choose to close the vents!), and usually has
life support sufficient to sustain its wearer in extreme heat, cold, or vacuum
for a brief time (¼ hour)— long enough to make it from the assault vehicle to
the inhabitable target, and filters that last all day if you just need to
survive in an otherwise-breathable atmosphere containing lethal war gases.
Longer-duration extreme environment support can be attached in specialized
backpacks (cost Fair).
Heavy powered armor uses servomotors and hydraulics to enhance Might by two,
up to a design maximum of Epic, and provides a day of life support; cost is
Superb (¤25,000–50,000).
Slow armor reduces your speed to ¾ of normal;
mechanically, this can be compelled in pursuit and racing situations, and
if you use Athletics to dodge attacks.
Partial armor can be compelled to have no
effect.
Stealthy armor is made of materials designed
to absorb vibrations and as many electromagnetic frequencies as possible.
The helmets of light and medium armor usually come with a short-range
comlink, and can be easily retrofitted for a tactical data visor.
All heavy and powered armor already have a visor integrated into the
system. Armor proficiency is required to use a helmet’s data visor
properly, giving the wearer an Enhanced Senses
aspect. Helmets are often designed to give you the
Faceless aspect, which can be tagged for
Intimidation; this is so valuable to Sith lords that it outweighs the
slight annoyance of the occasional impostor slipping in.
For sentients with a sonar sense, like Herglics, a system
that synthesizes sonar images to give them an additional form of tactical
input has Good cost. (This sort of thing can also be built into a
very expensive hat.)
The shoulder plates of medium and heavy armor can be outfitted with additional
sensors, active and passive, that feed to a tactical data visor.
(Typical sensors include sonar, millimeter-wave radar, sensitive
microphones that use stereolocation and Doppler signatures to track
nearby objects, and chemical samplers that warn of biowarfare
agents before they become lethal.) Cost is Good.
Gauntlet weapons, ascension guns, or retractable vibroblades can be
built into the forearm guards of medium, heavy, and powered armors,
one for each arm; guns can be customized with extra power or magazines
in heavy and powered armors.
Another customization for armor is
Adaptive Camouflage. The armor is covered in
a chameleon
layer (usually using electronic ink) that is constantly
shifted to a pattern calculated to match the background observed by a network
of miniscule cameras on the armor surface. Adaptive camouflage usually takes
a beating in a battle and requires expensive maintenance. Cost is Great; the
aspect can be tagged when sneaking.
An option available for any type of armor is
Medical Assist. The armor is laced with
biomonitors that keep tabs on the health of the wearer, and a medpac built
into the armor can administer medicine when told to do so or when a preset
program is triggered. The basic version is Fair; an advanced one that can
only be installed in heavy armor has Good cost, and includes the ability to
put pressure on wounds, tourniquets on limb segments, thermal pumps that
combat fatigue and extreme environments, and induced hibernation when
critically injured. This is a common feature on military armor, and units
with poor data security pay the price when their armor gets hacked and deploys
sedatives (or tourniquets!) in the middle of combat. Overall effect of the
advanced system is +1 Endurance on top of the medpac benefits.
An option available for heavy armor is
Extended Wear. The lining of the armor (and the
tailored jumpsuit to wear under it) are designed to host a network of tailored
microorganisms that break down sweat, blood, grime, and microbial interlopers,
making it possible to stay in the armor for days on end without the interior
becoming smelly and then septic. It’s even decent to sleep in, though not as
comfortable as a bed. Cost is Good; for Great cost, you can buy it integrated
with medical assist.
The backpack slot on heavy armor can be used for a jet pack if it isn’t
providing life support or extra ammunition. Flying around the battlefield
is a great way to make yourself a target, so jet packs are usually used
for swift ascents of buildings or terrain; they usually have enough fuel
for 100m of ascent. Cost is Fair. If you only care about going down,
a grav chute uses antigravity technology
to dump your gravitational potential energy into gravity waves and
only has Average cost. You can theoretically fall from orbit with
one, though there are issues with matching up your sideways velocity
with that of the ground.
Makeup
A universal makeup applicator uses microelectromechanical systems to
adjust its brushes to precisely match the contours of the wielder’s
face and draws from multiple reservoirs to provide the components for
a desired effect: simply hold it to a different part of the face and
the brush thins or thickens to match. They are extremely useful in
disguise kits.
Fleshglue is used
to attach jewelry directly to skin; it is rather painful to remove without
a good solvent.
Gait-altering insoles are made of hundreds of small gel-filled
cells that can change consistency from soft to firm to hard. (These are a
side development of the development of shoes with smartsoles that adjust their
hardness to the terrain.) The insoles can change how you walk, fooling
gait-analysis algorithms; it takes a bit of time working with the settings
to make your gait match someone else’s.