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Void Drifters · Gear

Armor and Personal Defense

The salvager turned the suit over in her hands. The seals were intact, which was the first miracle. The power cell read 23 percent, which was the second. Someone had left this suit on a derelict in Sector Seven with both miracles intact, which suggested the owner had either been very lucky or very dead. She checked the manufacturer stamp inside the collar. Directorate military surplus, three model generations old, still rated for vacuum.

She put it on.

Armor in the Verge serves three functions simultaneously: mechanical protection, environmental survival, and social communication. The security vest tells checkpoint officers something different than a flight suit. The Jaziri covenant armor says something different than the boarding assault suit. The mesh undersuit says something that neither of the others does, specifically by saying nothing at all.

This chapter catalogs armor and personal defense items from light civilian protection through heavy military systems and environmental suits. Species compatibility, faction significance, and environmental ratings are called out in each entry.

All prices are baseline credits at a mid-sized independent station. See Chapter 3 for jurisdiction-specific legal status. Armor items tagged /R are Restricted and require documentation; those tagged /I are available only through criminal channels.

How Armor Works

Armor locker: light to medium

Armor provides a Rating. Add the Rating to the wearer's Resistance. Resistance equals half Might, rounded up, plus the Rating of the armor worn. A character with Might 3 wearing armor with Rating 2 has Resistance 4. No armor has a Rating above 3.

Some armor also lists Melee Defense or Ranged Defense. Each point adds 1 Bane Die to attacks of that kind against the wearer. Melee and Ranged Defense add on top of Deflecting.

Defense guideline. There is no hard cap on Defense, but default gear keeps it at 3 or lower: no armor or shield in this book adds more than 3 Bane Dice to one attack from its Melee or Ranged Defense and Deflecting together. When worn armor and a carried shield together would add more than 3, count 3 unless the GM has a reason to allow more, such as a fortified position or prototype gear. Cover is separate and adds on top (core rules).

Every weapon in Chapter 4 lists a damage type. Two armor qualities refer to those types:

  • Deflecting X (type): Attacks of that damage type against the wearer add X Bane Dice. Deflecting never stacks above 2: if more than one source applies to the same attack, the attack adds no more than 2 Bane Dice from Deflecting.
  • Vulnerable X (type): Against attacks of that damage type, reduce this armor's Rating by X, to a minimum of 0. Vulnerable never reduces the Resistance the wearer has from Might. Natural attacks do not trigger Vulnerable.

An attack with no listed type is Crushing if it is made in melee and Ballistic if it is fired.

Other armor qualities:

  • Sealed (duration): The armor is airtight and carries air for the listed duration. A hit that inflicts a Critical Injury on the wearer breaches it.
  • Powered: The suit carries its own weight. While it has power, its Encumbrance does not count against the wearer and its Cumbersome does not apply. Without power, both apply.
  • Cumbersome X: The wearer must have Might X or add Bane Dice equal to the deficit to physical checks (same rule as Cumbersome on weapons). Cumbersome armor also adds its full rating in Bane Dice to Stealth and swimming checks.
  • Held: A shield occupies one hand while it is in use.

Worn armor counts toward encumbrance. A character cannot stack multiple pieces of torso armor; only one torso armor item is worn at a time. Accessories (gloves, boots, helmets) stack with body armor unless a specific item entry notes otherwise.

Some armor includes species frame restrictions noted in the stat block or description. An Ossen-frame armor on a Dhoran does not fit. A Dhoran-frame armor cannot be worn by anyone else. These are not legal restrictions; they are physical ones.

Light Armor

Light armor encompasses civilian protective clothing, work gear rated for minor hazard protection, and concealable defense options that prioritize discretion over capability. This is the armor most crew members wear most of the time: sufficient protection for the situations they realistically encounter without announcing that they are expecting trouble.

Armor Rating Enc Price Avail Notes
Work Coveralls (Reinforced) 1 1 150cr Common Industrial; passes as workwear
Flight Suit 1 1 300cr Common Sealed (5 minutes); pressure-rated seams
Mesh Undersuit 1 0 400cr Uncommon Concealable 2; reads as clothing
Security Vest 2 2 475cr Common Deflecting 1 (Ballistic); Visible protection; station security standard
Ossen Fitted Armor 2 1 800cr Uncommon Deflecting 1 (Beam); Ossen-frame only; non-Ossen add 1 to Agility checks
Zosa Combat Panels 2 1 700cr Uncommon Deflecting 1 (Ballistic); Zosa-frame; digitigrade fit; no agility penalty
Jaziri Prayer Vestments 2 1 600cr Uncommon Deflecting 1 (Beam); +1 to social in Jaziri space; non-Jaziri penalty applies
Work Coveralls (Reinforced)

Standard industrial workwear with impact-resistant padding in the shoulders, elbows, and knees, and a composite weave in the torso that provides minimal ballistic resistance. Rating 1 is not impressive in a firefight, but these coveralls are not designed for a firefight: they are designed to keep a maintenance worker safe from sparks, impacts, and minor tool-related hazards, and they happen to provide some protection in worse situations. The coveralls' most significant feature is that they look exactly like what they are: workwear. No inspector, no security officer, and no faction agent reading a crew's equipment manifest is going to give reinforced work coveralls a second look. Wearing these in a hostile boarding situation is suboptimal. Wearing them in a situation where you need to look like someone who has legitimate business in an industrial area is exactly right.

Flight Suit

The standard operational garment for pilots, navigators, and crew members who work in environments with vacuum exposure risk. The flight suit's defining feature is its pressure-rated seams: a standard flight suit can maintain atmospheric pressure for approximately five minutes in a hard vacuum, sufficient for the wearer to reach a pressurized environment or pull on a vacuum mask. This is not an EVA suit; it will not support long-term vacuum operation. But it is a material difference from standard clothing in a hull breach scenario, and experienced crew members who spend time in areas adjacent to hull sections often choose flight suits as their standard working garment for exactly this reason. The Rating 1 comes from the suit's composite outer layer rather than any intentional armor design.

Mesh Undersuit

A form-fitting garment woven from composite defensive fiber designed to be worn beneath normal clothing. The mesh undersuit provides Rating 1 and Enc 0: it weighs essentially nothing and is invisible to casual inspection. Security scanners at major checkpoints may detect the composite weave signature, but at minor checkpoints and in faction territories without systematic scanning, it reads as clothing. This is the choice of people who want protection they can deny having. Intelligence operatives, executives operating in dangerous environments, and anyone who has been shot at before and would prefer not to be again without the social cost of looking like someone who expects to be shot at. Available everywhere from specialist outfitters at the Uncommon tier.

Security Vest

The standard visible protection worn by station security personnel, private guards, and anyone who wants their armor to communicate "I am security" rather than to hide its presence. Rating 2 is a step up from light civilian padding and is meaningful in a serious encounter. The Enc 2 comes from the vest's integrated plate pockets, carrier structure, and the various attachment points for equipment that security personnel typically need. At a checkpoint, a security vest on a crew member reads as either security-adjacent work history or someone who regularly expects violence: neither is illegal, but both prompt follow-up questions about what the crew does and where they have been.

Ossen Fitted Armor

Armor designed specifically for Ossen physiology: narrow shoulders, a slim torso, fine-boned limbs, and the precise motor control that Ossen frames support. The fitting allows for full range of motion without the plates shifting out of position, which standard armor frames do not accommodate for Ossen proportions. An Ossen wearing properly fitted armor can move with the precision their physiology supports; an Ossen wearing standard armor adds 1 Bane Die to Agility checks as the ill-fitting gear interferes with their movement. Non-Ossen attempting to wear Ossen-frame armor find it physically impossible to get the torso section closed around a standard human or larger frame and simply cannot wear it. Produced by specialist Ossen manufacturers at a price that reflects the niche market.

Zosa Combat Panels

Modular armor panels designed around Zosa anatomy, particularly the digitigrade legs, flexible spine, and the speed-optimized body plan that makes standard combat armor problematic. Standard armor fitted for human legs binds at Zosa joints. Standard boot armor does not fit Zosa feet. Zosa Combat Panels address this with a flexible panel mounting system that tracks the Zosa spine's range of motion and custom-fitted lower body panels. The result is Rating 2 with no agility penalty, which is the entire point. Non-Zosa cannot wear this configuration meaningfully; the lower body geometry is incompatible. Produced by Zosa-run manufacturers on several fringe stations and available through specialist suppliers at major hubs.

Jaziri Prayer Vestments

A traditional Jaziri garment combining two things that exist separately in other cultures: devotional dress and personal protection. The outer layer is embroidered, often extensively, with scripture, geometric patterns derived from religious texts, and symbols of the carrier's faith community and standing within it. Beneath the outer layer is a ballistic liner that provides Rating 2. The vestments are armor that looks like ceremonial clothing because, in Caliphate culture, it is both. In Jaziri space, wearing these adds 1 Boon to social checks because the vestments signal faith community membership, which is a social currency in Caliphate territory. Non-Jaziri wearing Jaziri prayer vestments without invitation or authorization add 1 Bane to social checks in the same territories because the presumption is misrepresentation. Outside Jaziri space, the armor is read as cultural dress of a faction power, which may generate its own reactions depending on local attitudes toward the Caliphate.

Medium Armor

Medium armor is combat-grade protection that does not attempt to pass as anything other than what it is. The characters who wear medium armor regularly have accepted that they operate in environments where protection matters more than concealment.

Legal status for medium armor varies significantly by jurisdiction. In Antaean League and fringe space, medium armor is unremarkable. In Directorate space, carrying combat-grade personal armor without a permit is a violation. In Shoiyan inner worlds, it raises questions about the wearer's affiliations. Travelers should review Chapter 3 before deciding whether to carry medium armor into faction-controlled space.

Armor Rating Enc Price Avail Notes
Combat Armor 2 3 700cr Common (R: Irnan, Shoiyan inner worlds) Ranged Defense 1, Deflecting 1 (Ballistic), Deflecting 1 (Beam), Vulnerable 1 (Disruption); General military-grade
Port Security Armor 2 3 1,000cr Uncommon/R Deflecting 1 (Ballistic), Deflecting 1 (Crushing); Faction-marked; wearing without authorization is a crime
Boarding Armor 2 4 1,500cr/R Uncommon Sealed (30 minutes), Deflecting 1 (Ballistic), Deflecting 1 (Blast), Cumbersome 2; integrated mag boots
Dhoran Work Armor 2 2 900cr Uncommon Deflecting 1 (Crushing), Deflecting 1 (Plasma); Dhoran-frame only; other species cannot wear it
Jaziri Covenant Armor 2 3 2,000cr/R Rare Deflecting 1 (Beam), Deflecting 1 (Plasma); Inlaid scripture; wearing without authorization is a serious crime
Combat Armor
Port security armor on watch

The general-purpose military protection worn by soldiers, mercenaries, and anyone operating in a declared combat environment. Rigid composite plates over a ballistic carrier, articulated at the major joints, with a mounting system for additional accessories. Rating 2 is a significant protection threshold: it reduces incoming damage meaningfully against personal weapons and represents the minimum standard for someone who expects to regularly be shot at. The Enc 3 is the price for that protection; combat armor is not light and not comfortable for extended non-combat wear. Common availability makes it accessible almost everywhere, but the Restricted flag in Directorate space and Shoiyan inner worlds means cross-faction travelers need to plan ahead. Wearing combat armor into Directorate space without documentation is not just illegal; it is the kind of thing that gets a crew pulled from their berth and questioned.

Port Security Armor

Combat-grade armor marked with faction or station authority insignia, issued to or purchased by commissioned security personnel. The markings are not decorative: they are legal identifiers that grant the wearer specific authorities in specific jurisdictions, and that therefore make wearing them without authorization a distinct crime rather than merely a possession violation. Port security armor in the wrong hands is both illegal contraband and a credential fraud. The armor itself has the same Rating as general combat armor; the legal weight comes from the markings. Inspect carefully before buying anything labeled as security surplus.

Boarding Armor

Designed for hostile boarding operations where the combatant moves between pressurized environments separated by hard vacuum. The sealed suit provides 30 minutes of vacuum operation without external breathing equipment. Integrated magnetic boots provide purchase on ferrous hull surfaces without requiring a separate system. Rating 2 and Enc 4 (heavier than standard combat armor due to the vacuum seal hardware). The boarding armor is what serious boarding specialists wear: it answers the "what if the hull fails during the fight" question with a practical rather than a philosophical response. Restricted in most jurisdictions because the primary civilian application is very clearly violence.

Dhoran Work Armor

Industrial armor scaled to Dhoran proportions. Where standard armor is impossible for Dhoran to wear (too small, seams in the wrong places, plates that do not reach), Dhoran work armor is designed from the ground up for a body mass and skeletal structure that other species find impractical to design around. Rating 2 at Enc 2 is the result of that mass: the same density of protection on a larger frame occupies a lower proportion of that frame's capacity. Non-Dhoran cannot wear this. It is simply too large. A human attempting to wear Dhoran work armor would be wearing an unusable oversized shell that does not cover any relevant body part in the right place. For Dhoran crew members, this armor represents the practical minimum combat protection they can actually use.

Jaziri Covenant Armor

The armor issued to Caliphate covenant forces: soldiers of the faith operating under formal religious commission. The armor's surface is inlaid with precious metal scriptural text identifying the covenant commission, the wearer's authorized role, and the theological framework authorizing the use of force in the specific application the covenant unit was raised for. This is not merely decorative. In Caliphate law, the inlaid text is the legal instrument: it specifies what the wearer is authorized to do, in what circumstances, and under whose authority. Wearing covenant armor without Caliphate authorization is therefore simultaneously a property crime (the armor is commission-specific), an identity fraud (it claims an authority the wearer does not hold), and a theological offense (it falsely claims a divine commission). Outside Caliphate space, possession is Restricted due to the faction-military status of the item. The armor's cultural weight means it reads as a major flag to Caliphate agents operating in the Verge.

Heavy Armor

Heavy armor is military-grade protection for combat environments where being shot at is an expected and frequent occurrence. The weight, bulk, and visibility of heavy armor make it impractical for any role that involves not being in a combat environment, but for the role it is designed for, it is the most reliable personal protection available in the Verge.

Heavy armor is Restricted in most jurisdictions outside fringe space. The Antaean League is the most permissive of the major powers on this point; even they require registration for the heavier categories.

Armor Rating Enc Price Avail Notes
Heavy Combat Armor 3 5 3,000cr/R Uncommon Deflecting 1 (Ballistic), Deflecting 1 (Beam), Deflecting 1 (Blast), Vulnerable 1 (Disruption), Cumbersome 3
Boarding Assault Suit 3 6 5,000cr/R Rare Sealed (1 hour), Powered, Ranged Defense 1, Deflecting 2 (Ballistic), Deflecting 1 (Beam), Deflecting 1 (Plasma), Deflecting 1 (Blast), Vulnerable 2 (Disruption), Cumbersome 4; mag boots; integral comm
Irnan Warden Suit 3 4 4,000cr/R Rare Sealed (30 minutes), Deflecting 1 (Ballistic), Deflecting 1 (Disruption), Cumbersome 3; integrated stunner
Shoiyan Continuity Harness 2 3 5,000cr/R Rare Armored stack collar; recovery beacon
Heavy Combat Armor

Full-coverage rigid composite plate system with integrated load-bearing frame and environmental seals at the major joints. Rating 3 is the highest available for personal wear. Cumbersome 3 is the mechanical price: the armor requires Might 3 to operate without adding Bane Dice to physical checks, and below that threshold each missing point of Might adds a Bane Die. In practice, heavy combat armor is worn by soldiers who have the physical capability to move in it. On Dhoran crew members, the Cumbersome threshold is less likely to be a constraint. On Ossen crew members, it is essentially impossible without mechanical assistance. Heavy combat armor is what you put on when you are going somewhere where people are actively trying to kill you and you want to make that project as difficult for them as possible.

Boarding Assault Suit

The pinnacle of personal infantry protection in standard commercial availability. Rating 3, Powered, Cumbersome 4, one hour of hard vacuum operation, integrated magnetic boots, and a built-in communication system that keeps the wearer in contact with their team even if external comms are jammed. The boarding assault suit is the answer to the question "what do you wear when you are breaching a hostile ship in the void of space?" The one-hour vacuum rating means combatants can operate on the exterior of a ship hull, in evacuated sections, and through airlocks without losing fighting capability. Rare availability because demand is genuine but limited; primarily sold to mercenary units, private military contractors, and boarding specialist firms. Restricted due to the obvious military application.

Irnan Warden Suit

The Irnan Directorate's field armor for Warden-class enforcement personnel operating in high-threat or hazardous environments. The suit includes vacuum sealing, which reflects the Directorate's reality of operating enforcement actions on stations and ships where hull integrity is not guaranteed. The integrated stunner is a deployment-ready version of the Directorate Stunner sidearm built into the suit's right forearm, powered by the suit's primary cell: the Warden can fire the stunner without needing a separate weapon draw. The suit has Rating 3 with Sealed (30 minutes), Deflecting 1 (Ballistic), Deflecting 1 (Disruption), and Cumbersome 3. Rare outside Directorate space; immediately recognizable to any inspector with faction-equipment training as Directorate military hardware.

Shoiyan Continuity Harness

Functionally unlike every other armor in this chapter. The Continuity Harness provides a relatively modest Rating 2 for its price and Enc, because its purpose is protecting the wearer's continuity stack rather than the wearer. A stack sits at the base of the skull, and its cube is what a clinic needs to restore the bearer after death (Chapter 10, Shoiyan Continuity Technology). The harness wraps the neck and the base of the skull in a shielded collar that protects the cube from the heat, radiation, and electrical discharge that damage cubes. A recovery beacon in the collar activates when the wearer's vital signs stop and broadcasts the body's position on Shoiyan recovery frequencies, so that a recovery team can find the body and secure the stack before the cube degrades. For a wearer without a stack, it is expensive Rating 2 armor. In Shoiyan Concord space, registration of the harness is mandatory (same as any continuity stack hardware). Outside Concord space, the technology is Restricted.

Pressure Suits and EVA Gear

Pressure suits and EVA gear bridge the gap between armor and environmental equipment. They protect against vacuum, extreme temperature, and hostile atmospheric conditions. Their combat protection is secondary to their environmental function, but in the Verge, where combat frequently happens in environments hostile to human life, the distinction between "armor" and "survival gear" is often academic.

Armor Rating Enc Price Avail Notes
Standard EVA Suit 1 4 1,500cr Common Sealed (4 hours), Vulnerable 1 (Thrusting), Vulnerable 1 (Cutting); full vacuum
Military EVA Suit 2 5 4,000cr/R Uncommon Sealed (8 hours), Deflecting 1 (Ballistic), Cumbersome 2; full vacuum; integrated HUD; mag boots
Funtari Zero-G Work Suit 1 3 2,000cr Uncommon Sealed (4 hours); Anti-gravity assist; removes 1 from zero-g movement checks
Antaean Shadow Suit 1 2 3,000cr/R Rare Ranged Defense 1; Partial cloaking; +1 Boon Die to Stealth checks
Standard EVA Suit

The workhorse of extravehicular activity throughout the Verge. Full vacuum-rated for four hours, with integrated life support recycling, standard visor HUD for basic navigation and distance estimation, and general-purpose gloves that allow reasonable fine manipulation. Rating 1 comes from the suit's outer layer composite weave, which is not designed for ballistic protection but provides some resistance to debris impact. The EVA suit is what a crew member puts on when they need to go outside the ship: for hull repairs, cargo transfers in vacuum-exposed docking bays, inspection of external systems, and any other legitimate reason to be in hard vacuum. Common availability at any station with active shipyard or maintenance services.

Military EVA Suit

An EVA suit designed for combat operation in vacuum environments. Eight hours of life support instead of four. Rating 2 through integrated composite plate inserts. Magnetic boots built in. The integrated HUD provides combat-relevant overlays: target designation, range estimation, environmental hazard indicators, and team positioning data if the suit is communicating with compatible systems. The military EVA suit is the tool for boarding actions, hull combat, and any other situation involving fighting in environments that are trying to kill you at the same time as your opponents are. The Restricted classification reflects its military-grade specifications; civilian buyers need permits or black market sourcing.

Funtari Zero-G Work Suit

A Confederacy commercial product for the professional zero-gravity working environment. The suit integrates Funtari anti-gravity field technology in the torso section, creating a localized orientation field that allows the wearer to function as if under mild gravity in zero-g conditions. This removes 1 Bane Die from zero-g movement and physical operation checks, which is a significant practical benefit for anyone doing extended work in microgravity. The suit's anti-gravity component also assists in controlled movement without external purchase: the wearer can reorient and move across open space with less propulsion hardware than a standard EVA suit requires. Common among Confederacy construction crews, salvage operators, and anyone working in zero-g professionally. Outside Confederacy space, the anti-gravity component makes this a controlled-export item, but it is available through authorized Confederacy suppliers at most major hubs.

Antaean Shadow Suit

The Shadow Suit integrates Antaean partial cloaking technology directly into a form-fitting suit designed for covert operations. The partial cloak is not full invisibility: at short range, close inspection, or against scanning systems the cloaking field does not fool, the wearer remains visible. But the cloaking field adds 1 Boon Die to Stealth checks and substantially reduces the wearer's visual signature at range and in low-light conditions. The suit provides Rating 1 from its composite outer layer and Ranged Defense 1. In combination, the Shadow Suit is the choice for covert infiltration: it provides enough protection to survive brief combat contact while providing enough concealment to avoid that contact in the first place. The Antaean cloaking technology component makes this Restricted outside League space; within League space, it is available through authorized League security outfitters.

Personal Defense Items

Mag boots and ballistic shield

Personal defense items are accessories and deployable systems that supplement armor rather than replacing it. They are carried and used rather than worn continuously.

Item Defense Enc Price Avail Notes
Mag Boots — 1 200cr Common Removes zero-g movement penalties on ferrous surfaces
Ballistic Shield Melee Defense 1, Ranged Defense 1; Deflecting 1 (Ballistic); Cumbersome 2; Held 4 400cr Common Prevents two-handed weapon use
Riot Shield Melee Defense 1, Ranged Defense 1; Deflecting 1 (Crushing); Cumbersome 3; Held 5 600cr/R Uncommon Restricted
Personal Energy Screen Ranged Defense 1; Deflecting 2 (Beam), Deflecting 1 (Plasma); Limited Ammo 3 1 2,000cr/R Uncommon First three ranged attacks in a scene; Antaean technology
Mag Boots

Heavy composite boots with embedded electromagnetic systems that allow the wearer to maintain foot contact with ferrous surfaces in zero-g or under acceleration conditions that would otherwise float them loose. In hard vacuum or during high-acceleration maneuvers, mag boots make the difference between being able to operate and being unable to control your position. No combat protection value. Enc 1. Available at essentially any ship supply outlet, usually sold in the same section as EVA accessories. Some crew members wear mag boots as their standard footwear when working aboard ships with inconsistent gravity management; the slight weight of the boots is worth the security in uncertain conditions.

Ballistic Shield

A rigid composite handheld shield large enough to cover the torso when deployed. While held, the shield adds Melee Defense 1 and Ranged Defense 1, with Deflecting 1 (Ballistic) and Cumbersome 2. The practical constraint: holding the shield requires one hand, which means weapons requiring two hands cannot be used simultaneously. Ballistic shields are standard equipment for security and law enforcement personnel who need to advance through fire while maintaining protective capability. In the hands of a Dhoran crew member, the shield can be used more effectively because the mass is proportionally lighter and a Dhoran arm is strong enough to brace the shield for extended periods without fatigue-related Bane accumulation.

Riot Shield

A larger, heavier variant of the ballistic shield with enhanced coverage: Melee Defense 1, Ranged Defense 1, and Deflecting 1 (Crushing). Restricted in most jurisdictions because it is specifically designed for crowd control and paramilitary applications rather than personal defense. It is held in one hand and carries Cumbersome 3: a character below Might 3 adds 1 Bane Die per missing point to physical checks made while holding it. Station security forces that need to operate against crowds or in high-threat civilian environments use riot shields as primary defensive equipment; private operators need to justify their possession.

Personal Energy Screen

An Antaean technology device worn on the forearm or belt that throws a brief field when an attack comes in. While active it gives the wearer Ranged Defense 1, Deflecting 2 (Beam), and Deflecting 1 (Plasma); it does nothing against a slug. Limited Ammo 3: the screen applies to the first three ranged attacks against the wearer in a scene, then it is spent until its cell is replaced. The stat line and price match the Deflection Screen in The Stellar Armory. Antaean technology classification makes this Restricted in most jurisdictions, which is somewhat ironic given how limited its actual combat capability is. Antaean suppliers keep the classification to maintain control over the distribution of any cloaking-adjacent field projection technology.

Gravity Gear

Hoverboots on a Funtari dock

These items counter gravity outside the Normal band. Their full rules are in the Void Drifters Player's Guide, Chapter Ten, Gravity Equipment; the summaries below match it. Prices and availability match the Player's Guide, Chapter Nine.

Item Enc Price Avail Notes
Gravity Harness 2 1,200cr Common Treat gravity as one band lower for physical checks; 6 hours per cell
Exosuit (powered) 4 4,000cr Uncommon Rating 1, Powered; counts as your armor; treat gravity as one band lower for all purposes; 8 hours per charge
Hoverboots (Funtari commercial) 1 1,500cr Uncommon Remove 1 Bane Die from movement checks outside Normal gravity and from crossing hazardous surfaces; needs Athletics 1 or more
Hover Suit (Funtari military) 2 12,000cr/R Rare Treat every gravity band as Normal; 4 hours at combat draw, 12 on standby; not sold commercially (black-market price)
Gravity Harness

A powered brace for the joints and spine, sold by most ports with a medical or security supplier. It treats the current gravity as one band lower for physical checks. It does not change movement or carrying capacity.

Exosuit (Powered)

A full powered exoskeleton, common in mining, industrial, and military supply chains. It treats the current gravity as one band lower for all purposes, including movement and carrying, and Elevated gravity has no effect on the wearer. The frame is worn as body armor (Rating 1, Powered); it cannot be worn with other torso armor.

Hoverboots (Funtari Commercial)

Funtari lift boots that hold the wearer a few centimeters to about two meters over any surface. They help movement only: they give no benefit to stationary actions, combat, or sustained exertion, and they do not normalize gravity. A wearer with no ranks in Athletics gains no benefit from them.

Hover Suit (Funtari Military)

A full-body anti-gravity field that holds the wearer at an effective 1g. It is issued to Funtari military and licensed security forces and is not sold commercially; the listed price is what a black-market suit costs, and such suits are often poorly maintained. The field protects only the wearer, and it is obvious: anyone moving freely in a 3g corridor is wearing one.

Armor, Identity, and Communication

What you wear communicates before you speak. This is true throughout the Verge but it is sharpest in cross-faction contexts, where the same armor reads entirely differently depending on who is doing the reading.

A Jaziri crew member in prayer vestments is openly declaring their faith and community. In Jaziri space that is unremarkable; outside it, some powers read it as a deliberate statement of faction identity, which may be received as a social signal or a security concern depending on local political climate. A crew member in Directorate Warden armor without Directorate credentials is carrying a major red flag into every checkpoint they encounter. A crew member in unmarked military-grade boarding armor is carrying a professional history that people will want explained.

Most crews operating across faction lines settle on gear that is capable without being faction-marked, sufficient without being provocative, and specific enough to their actual operational needs to be justifiable if questioned. The flight suit, the security vest, the standard combat armor: these items travel. The Warden suit, the covenant armor, the Whisper Rifle: these items stay home or come with very good documentation.

The choice is always available. The consequences follow from it.